Show Log Entry
Adventure Title
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Session
3
3
Date Played
2024-03-10 19:00:00 UTC
2024-03-10 19:00:00 UTC
Levels Gained
2
2
GP +/-
600
600
Downtime +/-
30.0
30.0
Location Played
DM Name
DM DCI Number
Notes
# Teilnehmer: (5) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 5 - Emerald Enclave (5) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 5 - Harpers (5) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 5 - Lords Alliance (5) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 5 - Zhentarim (5) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 5 - Order of the Gauntlet # Loot: **3.000gp** **1x Potion of Psionic Fortitude** **2x Potion of Greater Healing** (4d4+4) ... **Dagger of Venom** *Weapon (dagger), rare* You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. **Emerald Elemental Gem** *Wondrous item, uncommon* This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. **Javelin of Lightning** *Weapon (javelin), uncommon* This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. **Bracers of Archery** *Wondrous item, uncommon (requires attunement)* While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. **Gem of Brightness** *Wondrous item, uncommon* This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. **Luminous War Pick** *Weapon (War Pick), Rare (Requires Attunement)* The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. **Ring of Mind Shielding** *Ring, uncommon (requires attunement)* While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. **Bracers of Celerity** *Wondrous Item, Rare (Requires Attunement)* This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself. # Consumables expended: **1x Potion of Greater Healing** (4d4+4) # Charakter Changes: **Level up - Druid: Cirlce of Wildfire 7** **Enhanced Bond.** At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
# Teilnehmer: (5) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 5 - Emerald Enclave (5) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 5 - Harpers (5) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 5 - Lords Alliance (5) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 5 - Zhentarim (5) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 5 - Order of the Gauntlet # Loot: **3.000gp** **1x Potion of Psionic Fortitude** **2x Potion of Greater Healing** (4d4+4) ... **Dagger of Venom** *Weapon (dagger), rare* You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. **Emerald Elemental Gem** *Wondrous item, uncommon* This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. **Javelin of Lightning** *Weapon (javelin), uncommon* This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. **Bracers of Archery** *Wondrous item, uncommon (requires attunement)* While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. **Gem of Brightness** *Wondrous item, uncommon* This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. **Luminous War Pick** *Weapon (War Pick), Rare (Requires Attunement)* The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. **Ring of Mind Shielding** *Ring, uncommon (requires attunement)* While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. **Bracers of Celerity** *Wondrous Item, Rare (Requires Attunement)* This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself. # Consumables expended: **1x Potion of Greater Healing** (4d4+4) # Charakter Changes: **Level up - Druid: Cirlce of Wildfire 7** **Enhanced Bond.** At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Dagger of Venom | Rare | DDHC-LMOP-5 Paths of Peril | true | ||
*Weapon (dagger), rare* You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. | |||||
Emerald Elemental Gem | Uncommon | DDHC-LMOP-5 Paths of Peril | true | ||
*Wondrous item, uncommon* This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. | |||||
Javelin of Lightning | Uncommon | DDHC-LMOP-5 Paths of Peril | true | ||
*Weapon (javelin), uncommon* This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. | |||||
Bracers of Archery | Uncommon | DDHC-LMOP-5 Paths of Peril | true | ||
*Wondrous item, uncommon (requires attunement)* While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. | |||||
Gem of Brightness | Uncommon | DDHC-LMOP-5 Paths of Peril | true | ||
*Wondrous item, uncommon* This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. | |||||
Luminous War Pick | Rare | DDHC-LMOP-5 Paths of Peril | true | ||
*Weapon (War Pick), Rare (Requires Attunement)* The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. | |||||
Ring of Mind Shielding | Uncommon | DDHC-LMOP-5 Paths of Peril | true | ||
*Ring, uncommon (requires attunement)* While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. | |||||
Bracers of Celerity | Rare | DDHC-LMOP-5 Paths of Peril | true | ||
*Wondrous Item, Rare (Requires Attunement)* This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs. While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself. |