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Adventure Title
SJ-DC-Flumph-01 Flurry of Flumphs
Session
1
Date Played
2022-12-26 20:01:00 UTC
Levels Gained
GP +/-
-317
Downtime +/-
10.0
Location Played
Roll20
DM Name
Christian K.
DM DCI Number
DCI: 9319625128
Notes
--------------------------------------------------------------------------------------------------------------------------------------- Teilnehmer: (4) Raimundo_O - Winfried Durnwald- V.Human- Fighter 1 Wizard 3 - Harpers (2) Yaidz - Oil'iver - Plasmoid - Monk 2 (4) Arikatzi020 - Nyx Vulpin - Shifter - Bladesinging Wizard lvl 4 - none (1) Marc - Gnabs - Goblin - Ranger 1 - none (4) Dixer - Dayeykos Haerlgent - Eladrin - Inquisitive Rogue 4 - Gilded Gallows (2) I_never_exist - Sheila Elacs - TCL Awakend Cobra - Fighter 2 - none --------------------------------------------------------------------------------------------------------------------------------------- The Flumphs’ pilgrimage to the Fluxspace, a location of religious fervor to the benign psionics, is being studied by an eccentric professor. You are hired by the Blackstaff tower to keep him safe and enjoy the majesty of the unique wildspace. --------------------------------------------------------------------------------------------------------------------------------------- Wields a javelin of lightning, a weapon he took after killing a Sha'sal Khou agent. **Sha'sal Khou** The Sha'sal Khou are a secret organization of renegade githyanki and githzerai whose objective was the reunification of the gith race. Among its goals was the cessation of the hostilities between the githyanki and the githzerai. By amassing new members, they hoped to establish an army that could secure a fortified enclave where they could call each other simply "gith." In the long term, the organization aimed for the creation of a nation inhabited by unified g --------------------------------------------------------------------------------------------------------------------------------------- **Chwinga Charms** Chwingas that live in Wildspace usually dwell on habitable moons and asteroids, though they occasionally stow away on spelljamming ships or ride around on space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master’s Guide. --------------------------------------------------------------------------------------------------------------------------------------- **Charm of Air Bubbles.** This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away. --------------------------------------------------------------------------------------------------------------------------------------- Loot: 500gp 83,3 pro Spieler 1x Potion of Comprehension 1xSpell scroll 1st level: Find Familiar --------------------------------------------------------------------------------------------------------------------------------------- **Story Reward:** Blessing of the Flux The Flux blesses you with a small essence of the Flux. Characters with this blessing may use it as a special action to add a 1d4 to one roll once per dawn while in Fluxspace. --------------------------------------------------------------------------------------------------------------------------------------- **Story Reward:** Friend of Flumphs Characters gain the gratitude of the super-cloisters of flumphs. Characters gain advantage on all Charisma ability checks against flumphs. --------------------------------------------------------------------------------------------------------------------------------------- **Story Reward:** The Nutty Professor You have given the eccentric professor Lucius N. R'Volt a genetic sample of yourself. Who knows what he will do with it! --------------------------------------------------------------------------------------------------------------------------------------- Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. --------------------------------------------------------------------------------------------------------------------------------------- Bei der 2 Monatelangen überfahrt (hin und zurück) hat Nyx Spells abgeschrieben: . Transmuter´s SpellBook im Besitz Spellbook contains: 1st level: chromatic orb, expeditious retreat, mage armor 2nd level: alter self, hold person, knock 3rd level: blink, fireball, slow 4th level: polymorph, stoneskin 5th level: telekinesis . Transmuter´s SpellBook im Besitz Abgeschrieben: 2nd hold person -100gp 1st expeditious retreat -50gp . Aus dem Spellbook von Winfried (Raimundo_O) 1st Frost Fingers -50gp 2nd Tasha's Mind Whip -100gp 2nd Levitate -100gp --------------------------------------------------------------------------------------------------------------------------------------- Hat sich nach längeren Gesprächen den Harpern angeschlossen (Kontaktperson: Winfried Durnwald)

Magic Items

Name Rarity Location Table Result Counts?
Javelin of Lightning “Rrakkma’s Smite” Uncommon SJ-DC-Flumph-01 Flurry of Flumphs true
Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.