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Adventure Title
DDHC-KGV-11 - Affair on the Concordant Express
Session
1
Date Played
2024-09-10 18:04:00 UTC
Levels Gained
0
GP +/-
Downtime +/-
10.0
Location Played
Online
DM Name
Scott Stephenson
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
☐ Greatsword +3 Very Rare DDHC-KGV-11 - Affair on the Concordant Express true
Silvered Greatsword +3 Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
☐ Bloodwell Vial +2 Rare DDHC-KGV-11 - Affair on the Concordant Express true
☐ Potion of Fire Resistance Potion Uncommon DDHC-KGV-11 - Affair on the Concordant Express true
Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.
☐ Wand of Magic Missiles Uncommon DDHC-KGV-11 - Affair on the Concordant Express true
Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
☐ Rod of the Pact Keeper +2 Rare DDHC-KGV-11 - Affair on the Concordant Express true
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
☐ Dimensional Shackles Common DDHC-KGV-11 - Affair on the Concordant Express true
Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
☐ Mithral Armor (Chainmail) Common DDHC-KGV-11 - Affair on the Concordant Express true
Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
☐ Potion of Greater Healing Uncommon DDHC-KGV-11 - Affair on the Concordant Express true
Potion of Greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
☐ Horn of Valhalla (Silver) Rare DDHC-KGV-11 - Affair on the Concordant Express true
Silver Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons