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Adventure Title
The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1)
Session
12
Date Played
2024-09-18 20:30:00 UTC
Levels Gained
GP +/-
1191
Downtime +/-
10.0
Location Played
Chult
DM Name
Ripped Psyduck
DM DCI Number
3320806600
Notes
Campaign: Forgotten Realms Server: Lexander GSS (Server ID: 1072887892403302400) Players: @veldz as Shineziah @Healing Damage™ as Sigurdur Brynhildr III @maskoo as Pedor Longeye @lexander as Dok Tor @LexSootheSayer as Furun Feli @springwoods as Wong Fo Lin GP: 11,470gp, 6sp, 5cp (1191gp, 7sp, and 6cp for each player 5cp donated to Charity) Elixir of Health Potion, Rare Potions of Healing (3) Potion, Common Service Awards: Time: 5 hours (20:30-01:00) Prep Time: 6 hours Safety Tools: +1 (+1 per 4 hours) Stream: @lexander Streamed DM gets 17 Service Awards while players get 5 Service Awards.

Magic Items

Name Rarity Location Table Result Counts?
Galder's Bubble Pipe Rare true
Wondrous Item, Rare (requires Attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast Fog Cloud as an Action (1 charge). You can cast Misty Step as a Bonus Action (2 charges). You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Heward's Hireling Armor Very Rare true
Light Armor (Leather Armor), Very Rare (requires Attunement) A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an Action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward's Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Leather Golem Armor Rare true
Light Armor (Leather Armor), Rare (requires Attunement) Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are Incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Manual of Flesh Golems Very Rare true
Wondrous Item, Very Rare