Show Log Entry
Adventure Title
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Session
Date Played
2023-08-16 19:00:00 UTC
2023-08-16 19:00:00 UTC
Levels Gained
1
1
GP +/-
180
180
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Claudia N.
Claudia N.
DM DCI Number
0000
0000
Notes
# Teilnehmer: (3) Bramymond - Will - Halfelf- Ranger: Beast Master 3 - none # Loot: **721gp, 65sp** ... **Potion of Vitality** *Potion, very rare* When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable **Boots of Striding and Springing** *Wondrous Item, uncommon (requires attunement)* While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear **Wand of Magic Missiles** *Wand, uncommon* This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. **Gauntlets of Ogre Power** *Wondrous Item, uncommon (requires attunement)* Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Notes: Set: Strength Score, Buff, Handwear **Spider Staff** *Staff, rare (requires attunement)* The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. **Lightbringer** *Weapon (mace), uncommon* This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. **Dragonguard** *Armor (breastplate), rare* This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. # Charakter Changes: **Level up - Ranger: Beast Master 4** **ASI - Feat: Sharpshooter** *General Feat (Prerequisite: Level 4+, Dexterity 13+)* You gain the following benefits. **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20. **Bypass Cover.** Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons. **Long Shots.** Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
# Teilnehmer: (3) Bramymond - Will - Halfelf- Ranger: Beast Master 3 - none # Loot: **721gp, 65sp** ... **Potion of Vitality** *Potion, very rare* When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable **Boots of Striding and Springing** *Wondrous Item, uncommon (requires attunement)* While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear **Wand of Magic Missiles** *Wand, uncommon* This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. **Gauntlets of Ogre Power** *Wondrous Item, uncommon (requires attunement)* Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Notes: Set: Strength Score, Buff, Handwear **Spider Staff** *Staff, rare (requires attunement)* The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. **Lightbringer** *Weapon (mace), uncommon* This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. **Dragonguard** *Armor (breastplate), rare* This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. # Charakter Changes: **Level up - Ranger: Beast Master 4** **ASI - Feat: Sharpshooter** *General Feat (Prerequisite: Level 4+, Dexterity 13+)* You gain the following benefits. **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20. **Bypass Cover.** Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons. **Long Shots.** Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Magic Missiles | Uncommon | DDHC-LMOP-4 Wave Echo Cave | true | ||
*Wand, uncommon* This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. | |||||
Dragonguard | Rare | DDHC-LMOP-4 Wave Echo Cave | true | ||
*Armor (breastplate), rare* This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. | |||||
Spider Staff | Rare | DDHC-LMOP-4 Wave Echo Cave | false | ||
*Staff, rare (requires attunement)* The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. | |||||
Gauntlets of Ogre Power | Uncommon | DDHC-LMOP-4 Wave Echo Cave | false | ||
*Wondrous Item, uncommon (requires attunement)* Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Notes: Set: Strength Score, Buff, Handwear | |||||
Boots of Striding and Springing | Uncommon | DDHC-LMOP-4 Wave Echo Cave | false | ||
*Wondrous Item, uncommon (requires attunement)* While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear | |||||
Lightbringer | Uncommon | DDHC-LMOP-4 Wave Echo Cave | false | ||
*Weapon (mace), uncommon* This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. |