Show Log Entry
Adventure Title
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Session
Date Played
2024-07-10 18:00:00 UTC
2024-07-10 18:00:00 UTC
Levels Gained
1
1
GP +/-
1820
1820
Downtime +/-
10.0
10.0
Location Played
Private Session
Private Session
DM Name
CatGuySenpai
CatGuySenpai
DM DCI Number
000000000
000000000
Notes
#### **Bought** 5x Potion of Superior Healing for 2500gp (End of Session) #### **Sold** #### **Gained** **Potion of Greater Healing** **Potion of Animal Friendship** *Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.* **Potion of Fire Resistance** *Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.* **Potion of Poison Resistance** *Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour.* **Potion of Water Breathing** *Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.* **Spell Scrolls: 2x charm person, 1x cure wounds, 2x detect magic, 1x dispel magic, 1x false life, 4x identify, 1x invisibility, 2x lesser restoration, 1x nondetection, 1x sequester** #### **Used** 3x Potion of Greater Healing
#### **Bought** 5x Potion of Superior Healing for 2500gp (End of Session) #### **Sold** #### **Gained** **Potion of Greater Healing** **Potion of Animal Friendship** *Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.* **Potion of Fire Resistance** *Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.* **Potion of Poison Resistance** *Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour.* **Potion of Water Breathing** *Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.* **Spell Scrolls: 2x charm person, 1x cure wounds, 2x detect magic, 1x dispel magic, 1x false life, 4x identify, 1x invisibility, 2x lesser restoration, 1x nondetection, 1x sequester** #### **Used** 3x Potion of Greater Healing
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Evasion | Rare | KftGV - Vidorants Vault | true | ||
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. | |||||
Battleaxe +1 | Uncommon | KftGV - Vidorants Vault | true | ||
Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
Shortsword +1 | Uncommon | KftGV - Vidorants Vault | true | ||
Weapon (shortsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
Scale Mail +1 | Rare | KftGV - Vidorants Vault | true | ||
Armor (medium), rare You have a +1 bonus to AC while wearing this armor. | |||||
Gloves of Thievery | Uncommon | KftGV - Vidorants Vault | true | ||
Wondrous item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. | |||||
Scimitar of Wounding | Rare | KftGV - Vidorants Vault (GV Award) | true | ||
Weapon, rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d6 Slashing Finesse, Light Mastery: Nick When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. 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. 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. |