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Adventure Title
DDHC-KftGV-05 Masterpiece Imbroglio
DDHC-KftGV-05 Masterpiece Imbroglio
Session
Date Played
2024-04-21 12:37:00 UTC
2024-04-21 12:37:00 UTC
Levels Gained
GP +/-
1814
1814
Downtime +/-
10.0
10.0
Location Played
roll20
roll20
DM Name
Echo
Echo
DM DCI Number
000000
000000
Notes
**Mitstreiter** <br> (7)Kiri - Vayle Cassalanther - VHuman - Arcane Trickster 7 - Darkvision 120ft - Golden Vault (7)I_never_exist - Robin "Tweet" Greyward - Kenku - College of lore Bard 7 (7) Flammenklinge – 4e 72 2e 30 Repair Unit (Goblinslayer ) – Autognom –Battle Smith - Artificer – 7 – Golden volt (6) Shinigami/Max - Fate2 - Autognome - Cleric1/Wizard5 - GoldenVault <br> **Belohnungen ** <br> -Neclace of Fireballs 9 beads (consume güter) <br> -six pieces of costume jewelry (5 gp each), a gold necklace with a black pearl pendant (750 gp), and a necklace of fireballs. <br> -Lantern of Revealing <br> -Ring of Animal Influence <br> -Six casks of exquisite elven wine (250 gp each) <br> -65 cp, 35 sp, and 11 gp. <br> -Wooden crate containing eight sets of thieves’ tools <br> -Wooden crate containing two spyglasses (1,000 gp each) packed in beds of straw <br> -copper holy symbol shaped like the sun (25 gp) <br> -a sun-shaped death mask made of gold (250 gp <br> -necklace of prayer beads (3 Windwalk, 2 Greater Restoration, 1 Curing) <br> -Spyglass. The spyglass, which is damaged but functional, is worth 250 gp. <br> -2500GP <br> -Sending Stones <br> Goldener Tresor Tentacle Rod gewählt <br> =1829GP EACH <br> Kaufe Warhammer für 15 gm
**Mitstreiter** <br> (7)Kiri - Vayle Cassalanther - VHuman - Arcane Trickster 7 - Darkvision 120ft - Golden Vault (7)I_never_exist - Robin "Tweet" Greyward - Kenku - College of lore Bard 7 (7) Flammenklinge – 4e 72 2e 30 Repair Unit (Goblinslayer ) – Autognom –Battle Smith - Artificer – 7 – Golden volt (6) Shinigami/Max - Fate2 - Autognome - Cleric1/Wizard5 - GoldenVault <br> **Belohnungen ** <br> -Neclace of Fireballs 9 beads (consume güter) <br> -six pieces of costume jewelry (5 gp each), a gold necklace with a black pearl pendant (750 gp), and a necklace of fireballs. <br> -Lantern of Revealing <br> -Ring of Animal Influence <br> -Six casks of exquisite elven wine (250 gp each) <br> -65 cp, 35 sp, and 11 gp. <br> -Wooden crate containing eight sets of thieves’ tools <br> -Wooden crate containing two spyglasses (1,000 gp each) packed in beds of straw <br> -copper holy symbol shaped like the sun (25 gp) <br> -a sun-shaped death mask made of gold (250 gp <br> -necklace of prayer beads (3 Windwalk, 2 Greater Restoration, 1 Curing) <br> -Spyglass. The spyglass, which is damaged but functional, is worth 250 gp. <br> -2500GP <br> -Sending Stones <br> Goldener Tresor Tentacle Rod gewählt <br> =1829GP EACH <br> Kaufe Warhammer für 15 gm
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Lantern of Revealing | Uncommon | DDHC-KftGV-05 Masterpiece Imbroglio | true | ||
Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. | |||||
Neclace of Fireballs 9 beads (consume güter) | Rare | DDHC-KftGV-05 Masterpiece Imbroglio | true | ||
Necklace of Fireballs Wondrous item, rare 9x This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. | |||||
Ring of Animal Influence | Rare | DDHC-KftGV-05 Masterpiece Imbroglio | true | ||
Ring of Animal Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals | |||||
necklace of prayer beads (3 Windwalk, 2 Greater Restoration, 1 Curing) | Rare | DDHC-KftGV-05 Masterpiece Imbroglio | true | ||
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. | |||||
Sending Stones | Uncommon | DDHC-KftGV-05 Masterpiece Imbroglio | true | ||
Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. | |||||
Tentacle Rod | Rare | DDHC-KftGV-05 Masterpiece Imbroglio Tresor | true | ||
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |