Show Log Entry
Adventure Title
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
Session
Date Played
2023-05-14 18:30:00 UTC
2023-05-14 18:30:00 UTC
Levels Gained
1
1
GP +/-
150
150
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
0000
0000
Notes
# Teilnehmer: (2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault (2) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1/Sorcerer: Divine Soul1 - Golden Vault (2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault (1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault (2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault # Loot: **750gp** **Rapier +1** *Melee Weapon (Martial, Sword)* Category: Items, Damage: 1d8, Damage Type: Piercing Item Rarity: Standard, Properties: Finesse, Weight: 2 # Charakter Changes: **Level Up - Bard: College of Lore 2** **Jack of All Trades.** Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. **Song of Rest.** Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. **Magical Inspiration (Optional).** At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. # Golden Vault Reward: **Goggles of Night** *Wondrous Item, uncommon* While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Notes: Sense: Darkvision, Detection, Eyewear
# Teilnehmer: (2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault (2) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1/Sorcerer: Divine Soul1 - Golden Vault (2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault (1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault (2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault # Loot: **750gp** **Rapier +1** *Melee Weapon (Martial, Sword)* Category: Items, Damage: 1d8, Damage Type: Piercing Item Rarity: Standard, Properties: Finesse, Weight: 2 # Charakter Changes: **Level Up - Bard: College of Lore 2** **Jack of All Trades.** Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. **Song of Rest.** Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. **Magical Inspiration (Optional).** At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. # Golden Vault Reward: **Goggles of Night** *Wondrous Item, uncommon* While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Notes: Sense: Darkvision, Detection, Eyewear
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Rapier +1 | Uncommon | DDHC-KftGV-02 The Stygian Gambit | false | ||
*Melee Weapon (Martial, Sword)* Category: Items, Damage: 1d8, Damage Type: Piercing Item Rarity: Standard, Properties: Finesse, Weight: 2 | |||||
Goggles of Night | Uncommon | DDHC-KftGV-02 The Stygian Gambit | true | ||
Wondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Notes: Sense: Darkvision, Detection, Eyewear |