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Adventure Title
SJ-DC-ECHO-03 Gold Rush
SJ-DC-ECHO-03 Gold Rush
Session
1
1
Date Played
2023-08-13 12:04:00 UTC
2023-08-13 12:04:00 UTC
Levels Gained
GP +/-
1250
1250
Downtime +/-
10.0
10.0
Location Played
Napland Adventure Nexus
Napland Adventure Nexus
DM Name
varvatosvex
varvatosvex
DM DCI Number
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ The Poncho With No Name (Cloak of Many Fashions) | Common | SJ-DC-ECHO-03 Gold Rush | true | ||
| Wondrous Item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.** | |||||
| ☐ Smokepowder (packet) | Common | SJ-DC-ECHO-03 Gold Rush | true | ||
| Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist. Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable. | |||||
| ☐ Wand of Fireballs | Rare | SJ-DC-ECHO-03 Gold Rush | true | ||
| WAND OF FIREBALLS Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. This item is found in the Dungeon Master’s Guide. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Forged in the City of Brass by an efreeti smith, this wand is made of pure adamantine. Ripples of folded metal swirl across the haft of the wand, a product of the ten thousand hammer blows used to shape it. | |||||
| ☐ Potion of Healing | Common | SJ-DC-ECHO-03 Gold Rush | true | ||
| Potion, common You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | |||||
| ☐ Potion of Fire Resistance | Common | SJ-DC-ECHO-03 Gold Rush | true | ||
| Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. This item is found in the Dungeon Master’s Guide. This fiery liquor is infused with magical energy from the Elemental Plane of Fire. Its spicy, peppery notes are followed by a smoky aftertaste. | |||||