Show Log Entry

Adventure Title
DDHC-KGV-11 Affair on the Concordant Express
Session
Date Played
2025-03-11 21:00:00 UTC
Levels Gained
GP +/-
333.33
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
**Mysterious Equation** You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. **Story Award - True Name Terror** Characters who learn the true names of powerful Fiends are marked for death by those Fiends, which send powerful underlings to slay the characters. **Story Award - Trials and Tribulations** The characters might be forced to stand before a tribunal in Mechanus for aiding an interplanar fugitive or answer to a powerful Celestial for slaying an angel. 1x Potion of Greater Healing

Magic Items

Name Rarity Location Table Result Counts?
Wand of Magic Missiles Uncommon DDHC-KGV-11 Affair on the Concordant Express false
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 false
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 Rare DDHC-KGV-11 Affair on the Concordant Express false
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.
Decanter of Endless Water Uncommon DDHC-KGV-11 Affair on the Concordant Express false
Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Horn of Valhalla, Silver Rare DDHC-KGV-11 Affair on the Concordant Express false
Wondrous item, rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.
Mithral Chain Mail Rare DDHC-KGV-11 Affair on the Concordant Express false
Heavy armor, uncommon 55 lb. AC 16 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. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
+3 Silvered Greatsword Very Rare DDHC-KGV-11 Affair on the Concordant Express false
Weapon, very rare Martial weapon, melee weapon 6 lb. 2d6 Slashing Heavy, Two‑Handed Mastery: Graze You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. It once belonged to a githyanki knight