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Adventure Title
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Session
Date Played
2023-01-17 19:00:00 UTC
2023-01-17 19:00:00 UTC
Levels Gained
1
1
GP +/-
687.5
687.5
Downtime +/-
-20.0
-20.0
Location Played
Discord
Discord
DM Name
thebaconing
thebaconing
DM DCI Number
4320843938
4320843938
Notes
Oil of slipperiness potions of water breathing Quaal’s feather token (anchor) six pressure capsules Gust of wind Speak with animals Speak with plants Control water Downtime Aktivity: Greatsword Flame Tounge Mitspieler: Gracie, Rafiel, Tad
Oil of slipperiness potions of water breathing Quaal’s feather token (anchor) six pressure capsules Gust of wind Speak with animals Speak with plants Control water Downtime Aktivity: Greatsword Flame Tounge Mitspieler: Gracie, Rafiel, Tad
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Folding Boat | Rare | true | |||
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. | |||||
Brooch of Shielding | Uncommon | true | |||
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. | |||||
Ring of Free Action | Rare | true | |||
Ring, rare (requires attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. | |||||
Bag of Holding | Uncommon | true | |||
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | |||||
Immovable Rod | Uncommon | true | |||
Rod, uncommon This flat iron rod has a button on one end. You can use an Action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an Action to push the button again, the rod doesn’t move, even if it is defying Gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. | |||||
Breastplate +1 | Rare | true | |||
Armor (medium), rare You have a +1 bonus to AC while wearing this armor. | |||||
Charm of Plant Command | Common | true | |||
Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. | |||||
Helm of Underwater Action | Uncommon | true | |||
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe Underwater, you gain Darkvision with a range of 60 feet, and you gain a Swimming speed of 30 feet. | |||||
Flame Tongue Greatsword | Rare | true | |||
Weapon (Greatsword), rare (requires attunement) You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword. |