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Adventure Title
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Session
1
1
Date Played
2023-11-29 18:02:00 UTC
2023-11-29 18:02:00 UTC
Levels Gained
1
1
GP +/-
540
540
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Folk2K
Folk2K
DM DCI Number
0900000000
0900000000
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (6) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 6 - none (6) C0ldW0lf - Khazraxx - Lizardfolk - Vengeance Paladin 6 - none KaNarlist - Alyona - Tiefling Warlock 5 - None (7) Ariaktzi020 - Azalea Moonvine - Fairy - Wild Magic Sorcerer lvl 6, Barde lvl 1 - none (8) thebaconing - Lalit - Harengon - Monk 8 ------------------------------------------------------------------------------------------------------------------------------------------ Infos: Mitor Jans, Kapitän der uns zum Handelsposten der Giblis zu bringen. ------------------------------------------------------------------------------------------------------------------------------------------ Wildmagic Effect: Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 540 gp ------------------------------------------------------------------------------------------------------------------------------------------ Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. ------------------------------------------------------------------------------------------------------------------------------------------ Chime of Opening 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. ------------------------------------------------------------------------------------------------------------------------------------------ Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. ------------------------------------------------------------------------------------------------------------------------------------------ Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Grateful Grippli Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library. In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual **can speak and understand the Grippli language** from now on. ------------------------------------------------------------------------------------------------------------------------------------------ +1 lvl Barde ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (6) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 6 - none (6) C0ldW0lf - Khazraxx - Lizardfolk - Vengeance Paladin 6 - none KaNarlist - Alyona - Tiefling Warlock 5 - None (7) Ariaktzi020 - Azalea Moonvine - Fairy - Wild Magic Sorcerer lvl 6, Barde lvl 1 - none (8) thebaconing - Lalit - Harengon - Monk 8 ------------------------------------------------------------------------------------------------------------------------------------------ Infos: Mitor Jans, Kapitän der uns zum Handelsposten der Giblis zu bringen. ------------------------------------------------------------------------------------------------------------------------------------------ Wildmagic Effect: Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 540 gp ------------------------------------------------------------------------------------------------------------------------------------------ Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. ------------------------------------------------------------------------------------------------------------------------------------------ Chime of Opening 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. ------------------------------------------------------------------------------------------------------------------------------------------ Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. ------------------------------------------------------------------------------------------------------------------------------------------ Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Grateful Grippli Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library. In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual **can speak and understand the Grippli language** from now on. ------------------------------------------------------------------------------------------------------------------------------------------ +1 lvl Barde ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Chime of Opening | Rare | DDHC-CM Book of Cylinders | true | ||
Chime of Opening 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. | |||||
Serpent's Fang | Rare | DDHC-CM Book of Cylinders | true | ||
Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. | |||||
Serpent Scale Armor | Uncommon | DDHC-CM Book of Cylinders | true | ||
Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. | |||||
Lantern of Revealing | Uncommon | DDHC-CM Book of Cylinders | true | ||
Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |