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Adventure Title
SJ-DC-Flumph-01 Flurry of Flumphs
Session
Date Played
2022-12-26 20:00:00 UTC
Levels Gained
GP +/-
43.33
Downtime +/-
10.0
Location Played
Roll20
DM Name
Christian K.
DM DCI Number
9319625128
Notes
**Played:** 2 h **Used:** -1 Arrow = 33 **Treasure:** * Potion of Comprehension 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. *Comprehend Languages* For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This potion doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. * Spell Scroll of Find Familiar Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. *Find Familiar* 1st level conjuration Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Classes: Wizard 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 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. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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. 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. **Story Awards:** * 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. * Friend of Flumphs Characters gain the gratitude of the super-cloisters of flumphs. Characters gain advantage on all Charisma ability checks against flumphs. * The Nutty Professor You have given the eccentric professor Lucius N. R'Volt a genetic sample of yourself. Who knows what he will do with it! **Gold:** +83.33 GP (Treasure) -40 GP (Purchase, s. b.) = +43.33 GP (Balance) **Purchase:** +1 Glassblower's tools (-30 GP) +1 Painter's supplies (-10 GP) **Party:** * Gnabs - Goblin - Ranger 1 - none * Nyx Vulpin - Shifter - Bladesinging Wizard lvl 4 - none * Oil'iver van Petrol - Plasmoid - Monk 2 * Sheila Elacs - TCL Awakend Cobra - Fighter 2 - none * Winfried Durnwald- V.Human- Fighter 1 Wizard 3 - Harpers **Locations:** Waterdeep, Realm Space, Astral Sea, Fluxspace **Encounters:** social: Lucius R'Volt (Professor), Space Guppies, Chwingas, Flumphs hostile: Scavvers, Astral Reavers, Captain Sardax (Space Mollymawk), Hun'Ter Mik'Hail (Githyanki), **Level Up:** declined

Magic Items

Name Rarity Location Table Result Counts?
UC - Javelin of Lightning “Rrakkma’s Smite” Uncommon Astral Sea true
![](https://s3.amazonaws.com/files.d20.io/images/315828856/2g6ig6Ep0usyby-7p5aUaQ/max.png?1669411986) *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.