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Adventure Title
DDHC-KftGV-10 Heart of Ashes
Session
Date Played
2024-05-26 14:00:00 UTC
Levels Gained
1
GP +/-
2500
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
0000
Notes
# Teilnehmer: (9) Deringston Xa'thon - Gnurlan Menthril - Forest Gnome - Evocation Wizard 9 (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault (9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge 9 - Golden Vault # Loot: **10.000gp** (2.500gp/Person) **5x Arrows +1** *Weapon (arrow), uncommon* You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. **Battleaxe +1** *Weapon (battleaxe), uncommon* You have a +1 bonus to attack and damage rolls made with this magic weapon. **Shield +1** *Armor (shield), uncommon* While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. **Oil of Sharpness** *Potion, very rare* This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. **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. **Flame Tongue Longsword** *Weapon (longsword), rare (requires attunement)* You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. **Dragon Scale Mail (Red)** *Armor (scale mail), very rare (requires attunement)* Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. # Story Award: **Jhaeros's Favor.** If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you. **Jalynvyr Nir'Thinn Favor.** Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. **(2x rare consumable)** # Consumables expended: **1x Diamond, worth 100gp** (Revivify - Eoin, "Red Mist") # Charakter Changes: **Level up - Bard: College of Lore 9** **Song of Rest (d8).** 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. # Golden Vault Reward: **Atlas of Endless Horizons** Source: Tasha's Cauldron of Everything *Wondrous item, rare (requires attunement by a wizard)* This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: * If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. * When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Magic Items

Name Rarity Location Table Result Counts?
Atlas of Endless Horizons Rare DDHC-KftGV-10 Heart of Ashes true
Source: Tasha's Cauldron of Everything *Wondrous item, rare (requires attunement by a wizard)* This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: * If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. * When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.