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Adventure Title
SJ-DC-KEEP- Kandlekeep Rekonstruktion
SJ-DC-KEEP- Kandlekeep Rekonstruktion
Session
Date Played
2023-08-19 23:31:00 UTC
2023-08-19 23:31:00 UTC
Levels Gained
1
1
GP +/-
750
750
Downtime +/-
10.0
10.0
Location Played
DM Name
DM DCI Number
Notes
# Loot: 750gp Elemental Essence Shard (Water) Hat of Wizardry Scroll of Air Bubble Keoghtom's Ointment (3 doses) Potion of Greater Healing # Used Items: 1 Potion of Greater Healing # Story Award: Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge. # Level Up: Class: 4 rogue, 1 cleric, 5 fighter HP: 100 (+6/+2/+20| Class, Con, Tough) (Switched Skilled with Tough) Skills: Second Attack
# Loot: 750gp Elemental Essence Shard (Water) Hat of Wizardry Scroll of Air Bubble Keoghtom's Ointment (3 doses) Potion of Greater Healing # Used Items: 1 Potion of Greater Healing # Story Award: Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge. # Level Up: Class: 4 rogue, 1 cleric, 5 fighter HP: 100 (+6/+2/+20| Class, Con, Tough) (Switched Skilled with Tough) Skills: Second Attack
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Elemental Essence Shard (Water) | Uncommon | true | |||
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. |