Show Log Entry
Adventure Title
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Session
1
1
Date Played
2023-05-21 19:00:00 UTC
2023-05-21 19:00:00 UTC
Levels Gained
1
1
GP +/-
130
130
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
1234567890
1234567890
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault (3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault (3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault (3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None (3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none ------------------------------------------------------------------------------------------------------------------------------------------ A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. ------------------------------------------------------------------------------------------------------------------------------------------ Informationen: The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. "farrl’v hrak" Zala carried **two spell scrolls (crown of madness and sleep)** and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion. Four bottles of perfumes and scented oils (25 gp each) sit on the small table. The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a **ring of jumping**. Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine) the room are four **potions of healing**, a **potion of gaseous form**, a **vial containing oil of slipperiness**, and a **vial with one dose of assassin’s blood poison** a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant. **three spell scrolls (arms of Hadar, bane, and dimension door)** a bag containing six pieces of jewelry worth 100 gp each On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing. Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a **wand of magic missiles** hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of **alchemist’s fire**. he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (**armor of Agathys and arms of Hadar**). ------------------------------------------------------------------------------------------------------------------------------------------ Delphi Mansion: "Markos has a room on the third floor where he performs rituals." "A cavernous room underneath the basement contains four large crystals—purpose unknown." "Mansion windows can be unlocked using the password 'Krokulm ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 220gp 1x Potion of Healing 1x Spell scroll arms of Hadar 1x Spell scroll bane 1x Spell scroll dimension door 1x Spell scroll armor of Agathys 1x Spell scroll crown of madness 1x Spell scroll sleep 1x potion of gaseous form 1x vial containing oil of slipperiness 1x vial with one dose of assassin’s blood poison 1x alchemist’s fire ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Magic Missiles Adventuring Gear (Wand), uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------ Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. ------------------------------------------------------------------------------------------------------------------------------------------ **Golden Vault Reward:** . Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ + 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex ------------------------------------------------------------------------------------------------------------------------------------------ eingekauft: 1x Disguise Kit -25gp 1x Forgery Kit -15gp 1x Poisoner's Kit -50gp ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault (3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault (3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault (3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None (3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none ------------------------------------------------------------------------------------------------------------------------------------------ A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. ------------------------------------------------------------------------------------------------------------------------------------------ Informationen: The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. "farrl’v hrak" Zala carried **two spell scrolls (crown of madness and sleep)** and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion. Four bottles of perfumes and scented oils (25 gp each) sit on the small table. The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a **ring of jumping**. Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine) the room are four **potions of healing**, a **potion of gaseous form**, a **vial containing oil of slipperiness**, and a **vial with one dose of assassin’s blood poison** a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant. **three spell scrolls (arms of Hadar, bane, and dimension door)** a bag containing six pieces of jewelry worth 100 gp each On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing. Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a **wand of magic missiles** hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of **alchemist’s fire**. he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (**armor of Agathys and arms of Hadar**). ------------------------------------------------------------------------------------------------------------------------------------------ Delphi Mansion: "Markos has a room on the third floor where he performs rituals." "A cavernous room underneath the basement contains four large crystals—purpose unknown." "Mansion windows can be unlocked using the password 'Krokulm ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 220gp 1x Potion of Healing 1x Spell scroll arms of Hadar 1x Spell scroll bane 1x Spell scroll dimension door 1x Spell scroll armor of Agathys 1x Spell scroll crown of madness 1x Spell scroll sleep 1x potion of gaseous form 1x vial containing oil of slipperiness 1x vial with one dose of assassin’s blood poison 1x alchemist’s fire ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Magic Missiles Adventuring Gear (Wand), uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------ Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. ------------------------------------------------------------------------------------------------------------------------------------------ **Golden Vault Reward:** . Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ + 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex ------------------------------------------------------------------------------------------------------------------------------------------ eingekauft: 1x Disguise Kit -25gp 1x Forgery Kit -15gp 1x Poisoner's Kit -50gp ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Magic Missiles | Uncommon | DDHC-KftGV-03 Reach for the Stars | true | ||
Wand of Magic Missiles Adventuring Gear (Wand), uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. | |||||
Ring of Jumping | Uncommon | DDHC-KftGV-03 Reach for the Stars | true | ||
Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. | |||||
Eldritch Claw Tattoo | Uncommon | DDHC-KftGV-03 Reach for the Stars | true | ||
Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |