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Adventure Title
DDHC-KftGV-07 Axe from the Grave
DDHC-KftGV-07 Axe from the Grave
Session
Date Played
2024-05-01 18:00:00 UTC
2024-05-01 18:00:00 UTC
Levels Gained
1
1
GP +/-
200
200
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
0000
0000
Notes
# Teilnehmer: (7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge 6 - Golden Vault (8) Flammenklinge – Goblinslayer– Autognom – Battle Smith Artificer 8 – Golden Volt (7) Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 - none # Loot: **1000g** **6x Crossbow Bolts, +2** **Instrument of the Bards - Canaith mandolin** *Wondrous item, rare (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, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only) **Returned to original owner** # Charakter Changes: **Level up - Bard: College of Lore 7** Access to 4th Level Spells # Golden Vault Item of Choice: **Glamoured Studded Leather** *Armor (light, studded leather), rare* While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. **AC:** 13 + Dex modifier **Weight:** 13
# Teilnehmer: (7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge 6 - Golden Vault (8) Flammenklinge – Goblinslayer– Autognom – Battle Smith Artificer 8 – Golden Volt (7) Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 - none # Loot: **1000g** **6x Crossbow Bolts, +2** **Instrument of the Bards - Canaith mandolin** *Wondrous item, rare (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, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only) **Returned to original owner** # Charakter Changes: **Level up - Bard: College of Lore 7** Access to 4th Level Spells # Golden Vault Item of Choice: **Glamoured Studded Leather** *Armor (light, studded leather), rare* While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. **AC:** 13 + Dex modifier **Weight:** 13
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Glamoured Studded Leather | Rare | DDHC-KftGV-07 Axe from the Grave | true | ||
Armor (light, studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 13 + Dex modifier Weight: 13 |