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Adventure Title
Keys from the Golden Vault - Prisoner 13
Keys from the Golden Vault - Prisoner 13
Session
Date Played
2023-08-12 19:00:00 UTC
2023-08-12 19:00:00 UTC
Levels Gained
1
1
GP +/-
207.75
207.75
Downtime +/-
10.0
10.0
Location Played
Revel's End
Revel's End
DM Name
JinxedBear
JinxedBear
DM DCI Number
Notes
PLAYERS Renzo Marchesi (Claudia) - Rogue Chrimax (Captain Blackeye) - Wizard Maximus van der Smashes (Yaidz) - Fighter Calliden Belleiles (Marie) - Sorcerer REWARDS 207.75 gp Cap of Water Breathing Dust of Disappearance Slippers of Spider Climbing Wand of Binding Bloodwell Vial +2 (rare item Golden Vault reward) LEVEL UP: Aberrant Mind Sorcerer 5 Features: Sorcery Points, Magical Guidance Psionic Spells: Hypnotic Pattern (exchanged for Arms of Hadar), Sending Magic Item level 5 per AL rules: Bag of Holding
PLAYERS Renzo Marchesi (Claudia) - Rogue Chrimax (Captain Blackeye) - Wizard Maximus van der Smashes (Yaidz) - Fighter Calliden Belleiles (Marie) - Sorcerer REWARDS 207.75 gp Cap of Water Breathing Dust of Disappearance Slippers of Spider Climbing Wand of Binding Bloodwell Vial +2 (rare item Golden Vault reward) LEVEL UP: Aberrant Mind Sorcerer 5 Features: Sorcery Points, Magical Guidance Psionic Spells: Hypnotic Pattern (exchanged for Arms of Hadar), Sending Magic Item level 5 per AL rules: Bag of Holding
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bloodwell Vial +2 | Uncommon | Golden Vault | true | ||
Wondrous Item, rare To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. | |||||
Bag of Holding | Uncommon | Level 5 AL | true | ||
Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | |||||
Cap of Water Breathing | Uncommon | Axebreaker Clan Treasury | true | ||
Wondrous Item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. | |||||
Dust of Disappearance | Uncommon | Axebreaker Clan Treasury | true | ||
Wondrous Item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. | |||||
Slippers of Spider Climbing | Uncommon | Axebreaker Clan Treasury | true | ||
Wondrous Item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. | |||||
Wand of Binding | Rare | Axebreaker Clan Treasury | true | ||
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |