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Adventure Title
DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars
DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars
Session
Date Played
2024-04-23 18:30:00 UTC
2024-04-23 18:30:00 UTC
Levels Gained
1
1
GP +/-
150
150
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
0000
0000
Notes
**Mitspieler:** (3) ZerosWolf - Sorria - Stout Halfling - Rogue (2) / Bard (1) - Golden Vault (Geburtstagsvorzug) (3) I_never_exist - Icognitus Callidus - Changeling - Rogue Soulknife 3 - Golden Vault (3) - Oliver F. - Behentor - (Hill) Dwarf - Cleric (Peace) 3 - None (3) Jarlsson - Haldir Rehauge - Firbolg - Circle of Stars Druide 3 - none (4) Marcelinho700 - Nadarr Myastan - Dragonborn - Battle Master Fighter 4 - none <br> **Task:** Das Ritual zur Beschwörung von irgendetwas stoppen. <br> **Loot:** - 150 GM - 4 Spellscrolls - 1 Far Realm Potion - 1 Uncommon Magic Item (GV) = Ring of Obscuring <br> **Level Up** Rogue lvl 3 -> Subclass Inquisitive <br> *Steady Aim* As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. <br> *Eye for Detail* Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. <br> *Ear for Deceit* When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. <br> *Insightful Fighting* At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
**Mitspieler:** (3) ZerosWolf - Sorria - Stout Halfling - Rogue (2) / Bard (1) - Golden Vault (Geburtstagsvorzug) (3) I_never_exist - Icognitus Callidus - Changeling - Rogue Soulknife 3 - Golden Vault (3) - Oliver F. - Behentor - (Hill) Dwarf - Cleric (Peace) 3 - None (3) Jarlsson - Haldir Rehauge - Firbolg - Circle of Stars Druide 3 - none (4) Marcelinho700 - Nadarr Myastan - Dragonborn - Battle Master Fighter 4 - none <br> **Task:** Das Ritual zur Beschwörung von irgendetwas stoppen. <br> **Loot:** - 150 GM - 4 Spellscrolls - 1 Far Realm Potion - 1 Uncommon Magic Item (GV) = Ring of Obscuring <br> **Level Up** Rogue lvl 3 -> Subclass Inquisitive <br> *Steady Aim* As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. <br> *Eye for Detail* Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. <br> *Ear for Deceit* When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. <br> *Insightful Fighting* At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Spellscroll "Crown of Madness" | Common | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | false | ||
Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
Spellscroll "Sleep" | Common | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | false | ||
Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
Spellscroll "Armor of Agathys" | Common | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | false | ||
Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
Spellscroll "Arms of Hadar" | Common | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | false | ||
Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
Far Realm Potion | Uncommon | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | false | ||
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. When the poison effect ends, you sprout a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, you can use the tentacle to make a melee weapon attack (+4 to hit) against a creature you can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage. | |||||
Boots of Striding and Springing | Uncommon | DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars | true | ||
Source: Dungeon Master's Guide 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. |