Show Log Entry

Adventure Title
DDAL00-06 Lost Laboratories of Kwalish
Session
2
Date Played
2024-11-02 21:46:00 UTC
Levels Gained
GP +/-
2100.4
Downtime +/-
10.0
Location Played
DM Name
Echo
DM DCI Number
0000
Notes
**Players** (10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer 3 War Wizard 7 - none (10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers (9)Eisenbrei - Mersilia Kerynkyre - Shadar-Kai - Fighter 9 (10) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 8, Ranger 2 - Harpers (9)Kiri - I'rikk - Halfling - alchemist Artificer 5/ Archfey Warlock 4 **Consumeables gained** 3x potions of healing 1x elixir of health 1x Spellscroll: Galder's Tower **Trinket** Magic three-dragon ante set(-400gp) One cache also holds a Three-Dragon Ante deck with one card enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn’t mind the risk—or who isn’t told about it.

Magic Items

Name Rarity Location Table Result Counts?
Galders Bubble Pipe Rare DDAL00-06 Lost Laboratories of Kwalish true
Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: • You can cast fog cloud as an action (1 charge). • You can cast misty step as a bonus action (2 charges). • You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Manual of Golems (Flesh golems) Very Rare DDAL00-06 Lost Laboratories of Kwalish true
Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Ioun Stone of Historical Knowledge Rare DDAL00-06 Lost Laboratories of Kwalish true
You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Ioun Stone of Language Knowledge (Netherese) Rare DDAL00-06 Lost Laboratories of Kwalish true
You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Polymorph Blade (Scimitar) Rare DDAL00-06 Lost Laboratories of Kwalish true
Scimitar (Rare) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. 1 Tyrannosaurus 2Giant ape 3 Elephant 4 Giant Scorpion 5 Rhinoceros 6 Polar Bear 7 Giant toad 8 Giant Eagle 9 Black Bear 10 Crocodile 11 Wolf 12 Horse 13 Ox 14 Giant Frog 15 Poisonous Snake 16 Hawk 17 Octopus 18 Cat 19 Rat 20 Rabbit A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
Blade of the Medusa (Shortsword) Very Rare DDAL00-06 Lost Laboratories of Kwalish true
Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Hewards Hireling Armor Very Rare DDAL00-06 Lost Laboratories of Kwalish true
Armor (leather), very rare (requires attunement) A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Leather Golem Armor Rare DDAL00-06 Lost Laboratories of Kwalish true
Armor (leather), rare (requires attunement) Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: • Immutable Form. You are immune to any spell or effect that would alter your form. • Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: • Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. • Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Gamblers Greatsword Rare DDAL00-06 Lost Laboratories of Kwalish true
Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.