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Adventure Title
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Session
Date Played
2025-06-22 21:35:00 UTC
2025-06-22 21:35:00 UTC
Levels Gained
GP +/-
12250
12250
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
Notes
# Teilnehmer (16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave (16) Raimundo_O - Shi'ndiira Despana - Shadar-Kai- Barbarian 2 Rogue 14 - Harpers (16) JinxedBear - St. Serena "Warlyon of Waterdeep" - Human - Champion Fighter 6, War Domain Cleric 10 - Order of the Gauntlet (16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16
# Teilnehmer (16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave (16) Raimundo_O - Shi'ndiira Despana - Shadar-Kai- Barbarian 2 Rogue 14 - Harpers (16) JinxedBear - St. Serena "Warlyon of Waterdeep" - Human - Champion Fighter 6, War Domain Cleric 10 - Order of the Gauntlet (16) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 16
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Psionic Passkey (Chime of Opening) | Rare | true | |||
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. | |||||
Oil of slipperiness | Uncommon | true | |||
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. "Jubba jubba, Juuuubba! Uh Jubba." | |||||
Rope of Mending | Common | true | |||
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind. | |||||
Helm of Brilliance | Very Rare | true | |||
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm. Harmonious, this Item needs 1 minute to attune to it. |