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Adventure Title
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Session
1
1
Date Played
2023-01-04 19:26:00 UTC
2023-01-04 19:26:00 UTC
Levels Gained
1
1
GP +/-
125
125
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Daniel Chapman
Daniel Chapman
DM DCI Number
Notes
Story Award: Friend of Flumphs Characters gain the gratitude of the super-cloisters of flumphs. Characters gain advantage on all Charisma ability checks against flumphs. Story Award: Blessing of the Flux The Flux blesses you with a small essence of the Flux. Characters with this blessing may use it as a special action to add a 1d4 to one roll once per dawn while in Fluxspace.
Story Award: Friend of Flumphs Characters gain the gratitude of the super-cloisters of flumphs. Characters gain advantage on all Charisma ability checks against flumphs. Story Award: Blessing of the Flux The Flux blesses you with a small essence of the Flux. Characters with this blessing may use it as a special action to add a 1d4 to one roll once per dawn while in Fluxspace.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Javelin of Lightning | Uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | true | ||
| Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. | |||||
| ☐ Potion of Healing | Common | SJ-DC-FLUMPH-01 Flurry of Flumphs | true | ||
| Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. | |||||
| ☐ Find Familiar | Uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | true | ||
| Spell scroll 1st level: Spell Scroll, uncommon You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. * - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Player’s Handbook , pg. 240 “The spell scroll is made from dried flumph skin.” | |||||
| ☐ Potion of Comprehension | Uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | true | ||
| Reward: Potion, common When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. | |||||