Show Log Entry

Adventure Title
DDHC-LMOP-4 Wave Echo Cave
Session
1
Date Played
2025-10-05 15:35:00 UTC
Levels Gained
GP +/-
213.4
Downtime +/-
10.0
Location Played
Roll20
DM Name
Bramymond
DM DCI Number
7546445646
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (4) Arikatzi020 - Siren Rishath al-Kaalith - Water Genasi (Sea Elf/Triton/Genie) - Circel of the Sea Drud lvl 4 - EE (4) Echo - Joshua Windweaver - 2024 Hooman - Divination Wizard 4 - Harpers/Candlekeep (4) Raimundo_O - Hugene McBaaeh - TCL - Path of the Wild Heart Barbarian 4 - none (4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval (Tabaxi) - Gloom Stalker Ranger 4 - None (4) DuskL/Basti - Nyoka - Yuan-Ti (Half-Medusa) - Oath of the Ancients Paladin 4 - Order of the Gauntlet ------------------------------------------------------------------------------------------------------------------------------------------ Info: Mormesk the Wraith, hat die Seele des Alten Magiers erlöst. Dumathoin, hat einen Tempel hier und die Icespirer Mountains Untergrund beschütz. Er half der gruppe die Schwarze Spinne zu besiegen. Nezznar der Verfluchte wurde von Lolth verflucht weil er sie erst verraten hat und dan nach Hilfe gerufen hat. So kämpften wir von gegen einen Draider. ------------------------------------------------------------------------------------------------------------------------------------------ gekauft: 4x Potion og Healing -200gp +20gp aufschlag (Pfand) Sie Wurde gleich verbraucht als Hugene McBaaeh eine Handaxt in die Giftigen Pilze geschmissen hat die dan ihre Sporen abgaben. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 213,4gp 1x Potion of Vitality 1x Potion of Healing ------------------------------------------------------------------------------------------------------------------------------------------ Boots of Striding and Springing Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. ------------------------------------------------------------------------------------------------------------------------------------------ Lightbringer. (Mace +1) Weapon (Mace), Uncommon This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures ------------------------------------------------------------------------------------------------------------------------------------------ Dragonguard (Breastplate) Armor (Medium Armor), rare This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------ Gauntlets of Ogre Power Wondrous Item, Uncommon (Requires Attunement) While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you. ------------------------------------------------------------------------------------------------------------------------------------------ Spider Staff Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Boots of Striding and Springing Uncommon DDHC-LMOP-4 Wave Echo Cave true
Boots of Striding and Springing Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Lightbringer (Mace +1) Uncommon DDHC-LMOP-4 Wave Echo Cave true
Lightbringer (Mace +1) Weapon (Mace), Uncommon This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures
Dragonguard (Breastplate) Rare DDHC-LMOP-4 Wave Echo Cave true
Dragonguard (Breastplate) Armor (Medium Armor), rare This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Wand of Magic Missiles Uncommon DDHC-LMOP-4 Wave Echo Cave true
Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Gauntlets of Ogre Power Uncommon DDHC-LMOP-4 Wave Echo Cave true
Gauntlets of Ogre Power Wondrous Item, Uncommon (Requires Attunement) While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.
Spider Staff Rare DDHC-LMOP-4 Wave Echo Cave true
Spider Staff Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.