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Adventure Title
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
Session
Date Played
2025-02-13 08:00:00 UTC
2025-02-13 08:00:00 UTC
Levels Gained
GP +/-
14673.16
14673.16
Downtime +/-
10.0
10.0
Location Played
Private Session
Private Session
DM Name
CatGuySenpai
CatGuySenpai
DM DCI Number
000000000
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** 1x Potion of Healing 1x Potion of Water Breathing 1x Spell Scroll of Darkvision 3x Pistols 1060x Bullets 12x Smokepowder (Packets) Trinket: Chess Set featuring jade pieces shaped like drow (Paid 2000gp for group) Trinket: Obsidian Dice (Paid group 25gp) #### **Used** 3x Potion of Superior Healing 1x Oil of Slipperiness 1x Potion of Poison Resistance
#### **Bought** #### **Sold** #### **Gained** 1x Potion of Healing 1x Potion of Water Breathing 1x Spell Scroll of Darkvision 3x Pistols 1060x Bullets 12x Smokepowder (Packets) Trinket: Chess Set featuring jade pieces shaped like drow (Paid 2000gp for group) Trinket: Obsidian Dice (Paid group 25gp) #### **Used** 3x Potion of Superior Healing 1x Oil of Slipperiness 1x Potion of Poison Resistance
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Hat of Disguise | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wondrous item, uncommon (requires attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed. | |||||
Cracked Driftglobe | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season | true | ||
Wondrous item, uncommon 1 lb. This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn. You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. A cracked driftglobe that emits a flickering light but otherwise functions normally | |||||
Ring of Warmth | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season | true | ||
Ring, uncommon (requires attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower. | |||||
+1 Dagger | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Weapon, uncommon Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, Light, Thrown (20/60 ft.) Mastery: Nick You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. | |||||
Wand of Web | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wand, uncommon (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. 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. | |||||
Portable Hole | Rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. | |||||
+3 Rapier | Very Rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Weapon, very rare Martial weapon, melee weapon 2 lb. 1d8 Piercing Finesse Mastery: Vex You have a +3 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. | |||||
Ring of Truth Telling | Uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. | |||||
Knave's Eye Patch | Rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait. You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. | |||||
Cloak of Invisibility | Legendary | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wondrous item, legendary (requires attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood. | |||||
Bracer of Flying Daggers | Rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. | |||||
+3 Leather Armor | Legendary | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | true | ||
Light armor, legendary 10 lb. AC 11 + Dex You have a +3 bonus to AC while wearing this armor. |