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Adventure Title
DDHC-KftGV-01 The Murkmire Malevolence
DDHC-KftGV-01 The Murkmire Malevolence
Session
Date Played
2023-05-05 20:00:00 UTC
2023-05-05 20:00:00 UTC
Levels Gained
1
1
GP +/-
20
20
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
0000
0000
Notes
# Teilnehmer: (1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 (2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 (1) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1 (2) happy- RTFM - Autognome - Artificer 2 (1) Brennjie - Lyra - High Elf - Paladin 1 (2) Joscho - Danis Licast - Moon Druid 2 # Loot: **120gp** **Back of Holding** *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 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. # Charakter Changes: Multiclassing **Level up - Sorcerer: Divine Soul 1** **Divine Magic.** Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity **(Bless)**. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. **Favored by the Gods.** Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll **2d4** and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. # Golden Vault Reward: **Instrument of the Bards - Fochlucan bandore** *Wondrous item, rarity varies (requires attunement by a bard)* An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Entangle, Faerie Fire, Shillelagh, Speak with Animals
# Teilnehmer: (1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 (2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 (1) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1 (2) happy- RTFM - Autognome - Artificer 2 (1) Brennjie - Lyra - High Elf - Paladin 1 (2) Joscho - Danis Licast - Moon Druid 2 # Loot: **120gp** **Back of Holding** *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 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. # Charakter Changes: Multiclassing **Level up - Sorcerer: Divine Soul 1** **Divine Magic.** Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity **(Bless)**. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. **Favored by the Gods.** Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll **2d4** and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. # Golden Vault Reward: **Instrument of the Bards - Fochlucan bandore** *Wondrous item, rarity varies (requires attunement by a bard)* An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Entangle, Faerie Fire, Shillelagh, Speak with Animals
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Back of Holding | Uncommon | DDHC-KftGV-01 The Murkmire Malevolence | false | ||
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 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. Notes: Utility, Container | |||||
Fochlucan bandore | Uncommon | DDHC-KftGV - The Murkmire Malevolence | true | ||
*Wondrous item, rarity varies (requires attunement by a bard)* An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Entangle, Faerie Fire, Shillelagh, Speak with Animals |