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Adventure Title
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Session
1
1
Date Played
2023-07-26 23:31:00 UTC
2023-07-26 23:31:00 UTC
Levels Gained
1
1
GP +/-
71
71
Downtime +/-
10.0
10.0
Location Played
DM Name
Bramymond
Bramymond
DM DCI Number
42069
42069
Notes
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Helm of Telepathy | Uncommon | true | |||
Helm of Telepathy Wondrous item, uncommon (requires attunement), Table F This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide. | |||||
Scroll of Beast Bond | Uncommon | true | |||
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see. | |||||
Spell Scroll of Snare | Uncommon | true | |||
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends. A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends. After the trap is triggered, the spell ends when no creature is Restrained by it. |