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Adventure Title
SJ-DC-PHP-GRCK-02: Eclipse
SJ-DC-PHP-GRCK-02: Eclipse
Session
1
1
Date Played
2023-10-19 10:09:00 UTC
2023-10-19 10:09:00 UTC
Levels Gained
GP +/-
12500
12500
Downtime +/-
10.0
10.0
Location Played
DM Name
Paolo Buted
Paolo Buted
DM DCI Number
1320740875
1320740875
Notes
DM: Paolo Buted DCI: 1320740875 10/19/2023 Tier 3 10 DT, 50,000 (12,500 per person) GP Adventurers: Leopold @Sasuga, Ersatz-kun WiFi @ho ho hoenan X @Luci Aries @gremlin(tm) Magic Item Unlock: Valhalla Calling (Horn of Silent Alarm w/ Minor Guardian Property) Wondrous item, common A small horn that was found by the earliest settlers of Sonata, it has since then been preserved in the planet's biggest museum. When on a creature's person during battle, the user supposedly hears the call of valkyries urging them on to rush into battle. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Magic Item Unlock: Lucille (Anstruth Harp w/ War Leader Property) Wondrous item, Instrument, very rare (requires attunement by a bard) This harp is shaped in the form of an axe and has been passed down Lanaya's family from generation to generation. Supposedly originally belonging to a legendary bard named Jimi, when one plays on this instrument, the instrument magnifies the user's voice to a volume capable of filling an entire stadium's worth of people. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Consumables: 1x Scroll of Shatter 1x Potion of Invulnerability 1x Scroll of Raulothim's Psychic Lance
DM: Paolo Buted DCI: 1320740875 10/19/2023 Tier 3 10 DT, 50,000 (12,500 per person) GP Adventurers: Leopold @Sasuga, Ersatz-kun WiFi @ho ho hoenan X @Luci Aries @gremlin(tm) Magic Item Unlock: Valhalla Calling (Horn of Silent Alarm w/ Minor Guardian Property) Wondrous item, common A small horn that was found by the earliest settlers of Sonata, it has since then been preserved in the planet's biggest museum. When on a creature's person during battle, the user supposedly hears the call of valkyries urging them on to rush into battle. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Magic Item Unlock: Lucille (Anstruth Harp w/ War Leader Property) Wondrous item, Instrument, very rare (requires attunement by a bard) This harp is shaped in the form of an axe and has been passed down Lanaya's family from generation to generation. Supposedly originally belonging to a legendary bard named Jimi, when one plays on this instrument, the instrument magnifies the user's voice to a volume capable of filling an entire stadium's worth of people. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Consumables: 1x Scroll of Shatter 1x Potion of Invulnerability 1x Scroll of Raulothim's Psychic Lance
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Lucille (Anstruth Harp w/ War Leader Property) | Very Rare | true | |||
| Wondrous item, Instrument, very rare (requires attunement by a bard) This harp is shaped in the form of an axe and has been passed down Lanaya's family from generation to generation. Supposedly originally belonging to a legendary bard named Jimi, when one plays on this instrument, the instrument magnifies the user's voice to a volume capable of filling an entire stadium's worth of people. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. | |||||
| Valhalla Calling (Horn of Silent Alarm w/ Minor Guardian Property) | Common | true | |||
| Wondrous item, common A small horn that was found by the earliest settlers of Sonata, it has since then been preserved in the planet's biggest museum. When on a creature's person during battle, the user supposedly hears the call of valkyries urging them on to rush into battle. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. | |||||