Show Log Entry

Adventure Title
DDHC-KftGV-11 Affair on the Concordant Express
Session
Date Played
2024-11-17 17:18:00 UTC
Levels Gained
GP +/-
1287.5
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes
**Spieler** (10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault (5) Liska100 - Iggy Hopp - Human - Bard 5 - Personal Reasons (10) Flammenklinge – Erannis Maerfete – Eladrin – Wildfire Druide 10 (10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers **Language learned** Modron **Consumeables gained** Potion of healing (greater)

Magic Items

Name Rarity Location Table Result Counts?
Dimensional Shackles Rare DDHC-KftGV-11 Affair on the Concordant Express true
Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Rod of the Pact keeper +2 Rare DDHC-KftGV-11 Affair on the Concordant Express true
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Wand of magic missiles Uncommon DDHC-KftGV-11 Affair on the Concordant Express true
Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand 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.
Ring of mind shielding Uncommon DDHC-KftGV-11 Affair on the Concordant Express true
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Silvered +3 greatsword Rare DDHC-KftGV-11 Affair on the Concordant Express true
Mithral Armor(Chainmail) Uncommon DDHC-KftGV-11 Affair on the Concordant Express true
Silver Horn of Valhalla Rare DDHC-KftGV-11 Affair on the Concordant Express true
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Vicious Musket Rare DDHC-KftGV-11 Affair on the Concordant Express true
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.