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Adventure Title
DDHC-KftGV-11 - Affair on the Concordant Express
DDHC-KftGV-11 - Affair on the Concordant Express
Session
Date Played
2024-09-15 21:00:00 UTC
2024-09-15 21:00:00 UTC
Levels Gained
GP +/-
1125
1125
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
/
/
Notes
# Story Award gain a bonus Proficiency: one of Deception, History, Insight, Investigation, Medicine, or Performance # Loot - 1125 GP - Potion of Fire Resistance - Potion of Greater Healing - Wand of Magic Missile - Dimensional Shackles - Rod of the Pact Keeper +2 - Decanter of Endless Water - Mithral Chain Mail - Silver Horn of Valhalla - Silvered Greatsword +3 - Vicious Halberd (rare golden Vault reward)
# Story Award gain a bonus Proficiency: one of Deception, History, Insight, Investigation, Medicine, or Performance # Loot - 1125 GP - Potion of Fire Resistance - Potion of Greater Healing - Wand of Magic Missile - Dimensional Shackles - Rod of the Pact Keeper +2 - Decanter of Endless Water - Mithral Chain Mail - Silver Horn of Valhalla - Silvered Greatsword +3 - Vicious Halberd (rare golden Vault reward)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
☐ (UC) Wand of Magic Missiles | Uncommon | 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. | |||||
☐ (R) Dimensional Shackles | Rare | 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. | |||||
☐ (R/AT) Rod of the Pact Keeper +2 | Rare | 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. | |||||
☐ (UC) Decanter of Endless Water | Uncommon | 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. | |||||
☐ (UC) Mithral Chain Mail | Uncommon | false | |||
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. | |||||
☐ (R) Silver Horn of Valhalla | Rare | false | |||
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. | |||||
☐ (VR) Silvered Greatsword +3 | Very Rare | false | |||
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. | |||||
🗹 (R) Vicious Halberd | Rare | true | |||
Weapon (Halberd), rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. |