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Adventure Title
FR-DC-MIND Mindflayed Adventures
Session
Date Played
2025-02-21 21:00:00 UTC
Levels Gained
GP +/-
833
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
/
Notes
# Loot - 833 GP - Psionic Passkey (Chime of Opening) - Jubba's Body Oil (Oil of Slipperieness) - Regenerative Mucus (Keoghtom's Ointment, 5 Charges) - Spelljammer Suit (Cast-Off Half-Plate, Beacon) - Psionic Belt (Belt of Hill Giant Strength)

Magic Items

Name Rarity Location Table Result Counts?
Spelljammer Suit (Cast-Off Half-Plate, Beacon) Common false
Armor (medium), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.
Psionic Belt (Belt of Hill Giant Strength) Rare false
Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore!
(consumeable) Psionic Passkey (Chime of Opening) Rare false
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless.