Show Log Entry
Adventure Title
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Session
Date Played
2024-03-23 19:00:00 UTC
2024-03-23 19:00:00 UTC
Levels Gained
1
1
GP +/-
1264
1264
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
0000
0000
Notes
# Teilnehmer: (6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault (9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8 (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault (7) Folk2K - Gisele - TCL - Ranger3 Druid4 - Golden Vault (5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - Golden Vault # Loot: **6.320gp (1.264gp/Person)** ... **Necklace of Fireballs** *Wondrous Item, rare* This necklace has 1d6 + 3 **[7]** beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Notes: Damage, Combat, Jewelry **Sending Stones** *Wondrous item, uncommon* Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. **Lantern of Revealing** *Wondrous Item, uncommon* While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Notes: Detection **Necklace of Prayer Beads** *Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)* This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. **[1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk]** # Consumables expended: **1x Dust of Disappearance 1x Potion of Healing** (2d4+2) # Charakter Changes: **Level up - Bard: College of Lore 6** **Additional Magical Secrets.** At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. # Golden Vault Reward: **Rhythm-Maker's Drum +2** *Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)* While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
# Teilnehmer: (6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault (9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8 (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault (7) Folk2K - Gisele - TCL - Ranger3 Druid4 - Golden Vault (5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - Golden Vault # Loot: **6.320gp (1.264gp/Person)** ... **Necklace of Fireballs** *Wondrous Item, rare* This necklace has 1d6 + 3 **[7]** beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Notes: Damage, Combat, Jewelry **Sending Stones** *Wondrous item, uncommon* Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. **Lantern of Revealing** *Wondrous Item, uncommon* While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Notes: Detection **Necklace of Prayer Beads** *Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)* This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. **[1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk]** # Consumables expended: **1x Dust of Disappearance 1x Potion of Healing** (2d4+2) # Charakter Changes: **Level up - Bard: College of Lore 6** **Additional Magical Secrets.** At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. # Golden Vault Reward: **Rhythm-Maker's Drum +2** *Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)* While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Necklace of Fireballs | Rare | DDHC-KftGV-06 Masterpiece Imbroglio | false | ||
*Wondrous Item, rare* This necklace has 1d6 + 3 **[7]** beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Notes: Damage, Combat, Jewelry | |||||
Sending Stones | Uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | false | ||
*Wondrous item, uncommon* Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. | |||||
Lantern of Revealing | Uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | false | ||
*Wondrous Item, uncommon* While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Notes: Detection | |||||
Necklace of Prayer Beads | Rare | DDHC-KftGV-06 Masterpiece Imbroglio | false | ||
*Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)* This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. **[1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk]** | |||||
Rhythm-Maker's Drum +2 | Rare | DDHC-KftGV-06 Masterpiece Imbroglio | true | ||
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |