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Adventure Title
DDHC-KftGV-08 Vidorant's Vault
Session
Date Played
2024-05-02 18:00:00 UTC
Levels Gained
1
GP +/-
4480
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
0000
Notes
# Teilnehmer: (8) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 7 - Golden Vault (8) I_never_exist - Robin "tweet" Greyward - Kenku - Colege of Lore Bard 8 - Golden Vault (7) JinxedBear - Michael Meerbusen AKA "Frostnips" - Human (Tiefling) - School of Evocation Wizard 7 - none (7) Eike R - Rasna - Halforc - Ranger 5 / Cleric 2 - none (7) Marcelinho700 - Nadarr Myastan - Dragonborn - Champion Fighter 7 - none # Loot: **22.400gp** (4.480gp/Person) **Spell Scrolls:** Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection **Spell Scroll of Sequester** *Scroll, very rare* Save DC 18, Attack Bonus +10 **5x Acid Vials** **1x Potion of Water breathing** **1x Potion of Animal Friendship** **1x Potions of Greater Healing** (4d4+4) **2x Potions of Resistance** (Fire & Poison) ... **Scale Mail +1** *Armor (medium), rare* You have a +1 bonus to AC while wearing this armor. **Shortsword +1** *Weapon (shortsword), uncommon* You have a +1 bonus to attack and damage rolls made with this magic weapon. **Battleaxe +1** *Weapon (battleaxe), uncommon* You have a +1 bonus to attack and damage rolls made with this magic weapon. **Ring of Evasion** *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. **Gloves of Thievery** *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. # Charakter Changes: **Level up - Bard Level 8** **ASI** - Charisma (CHA+2) # Golden Vault Reward: **Portable Hole** *Wondrous Item, rare* This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in 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*

Magic Items

Name Rarity Location Table Result Counts?
Portable Hole Rare DDHC-KftGV-08 Vidorant's Vault true
Wondrous Item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in 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