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Adventure Title
The Wild Beyond the Witchlight Kapitel 5
The Wild Beyond the Witchlight Kapitel 5
Session
Date Played
2023-02-19 22:28:00 UTC
2023-02-19 22:28:00 UTC
Levels Gained
1
1
GP +/-
235
235
Downtime +/-
10.0
10.0
Location Played
DM Name
RedFistFlag
RedFistFlag
DM DCI Number
Notes
**Spieler** KillianGehold - Taleasin Loralar - Elf (Eladrin) - Warlock 4, Paladin 3 - None Christian W. - Rhex - Human - Fighter 7 - none Talak - Tragorzin - Tiefling - Sorccere 7 - none IrgendnMaxtter - Demitrius Cleaver - Centaur - Babar 7 - none INeverexist - Jarro Greyward - Kenku - Wizard 7 Necromancer - none Dixer - Hops Haube - Harrengon - Rouge 7 - none **Sonstiges** Knochen für 5 Skelette
**Spieler** KillianGehold - Taleasin Loralar - Elf (Eladrin) - Warlock 4, Paladin 3 - None Christian W. - Rhex - Human - Fighter 7 - none Talak - Tragorzin - Tiefling - Sorccere 7 - none IrgendnMaxtter - Demitrius Cleaver - Centaur - Babar 7 - none INeverexist - Jarro Greyward - Kenku - Wizard 7 Necromancer - none Dixer - Hops Haube - Harrengon - Rouge 7 - none **Sonstiges** Knochen für 5 Skelette
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Staff of Striking | Very Rare | true | |||
Staff, (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Bracers of Defense | Rare | true | |||
Wondrous item, (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | |||||
Flame Tongue | Rare | true | |||
Weapon (Long sword). (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. |