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Adventure Title
DDHC-KftGV-04 Prisoner 13
Session
Date Played
2024-04-19 22:07:00 UTC
Levels Gained
1
GP +/-
912
Downtime +/-
10.0
Location Played
DM Name
Echo
DM DCI Number
0000
Notes
**Player** (4)Kiri - Vayle Cassalanther - VHuman - Arcane Trickster Rogue 4 - Golden Vault (4) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom –Battle Master- Kämpfer – 4 – Dunkelsicht 60ft (2) Shinigami/Max - Fate1 - Autognome - PeaceCleric1/Wizard1 - GoldenVault **Consumeable gained** 1x Gem of Brightness 1x Dust of Disappearance **Story Award** For the Golden Vault If the characters are working for the Golden Vault, they must deliver the key to Varrin Axebreaker. Once they do, the organization rewards the characters with a rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day. Axebreaker Ally: As a result of their success, the characters have advantage whenever one of them attempts a Charisma check that would influence Axebreaker dwarves.

Magic Items

Name Rarity Location Table Result Counts?
Wand of Binding Rare DDHC-KftGV-04 Prisoner 13 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.
Mithral-Plate Uncommon DDHC-KftGV-04 Prisoner 13 true
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Slippers of Spider Climb Uncommon DDHC-KftGV-04 Prisoner 13 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.
Rapier of Wounding Rare DDHC-KftGV-04 Prisoner 13(For the Golden Vault) true
Weapon (any sword), rare (requires attunement) Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.