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Adventure Title
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Session
1
1
Date Played
2026-03-23 20:00:00 UTC
2026-03-23 20:00:00 UTC
Levels Gained
1
1
GP +/-
1267
1267
Downtime +/-
10.0
10.0
Location Played
roll20
roll20
DM Name
Echo
Echo
DM DCI Number
Notes
**Used**: 20 GP Gift to Prisoner 13 **Treasure**: * Potion of Greater Healing **Story Awards**: **Purchase**: **Level up**: 1 **Notes**: **Mysterious Equation (choose one):** You gain proficiency in one tool of your choice. **You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. (Insight)** You learn a new language of your choice. **For the Golden Vault** If the characters are working for the Golden Vault, the organization sends the group’s contact to retrieve the true names the day after the characters record them. This operative offers the characters a rare magic item of their choice (subject to your approval) as payment, which is delivered to the characters the next day. **Mitspieler**: * (10) Bramymond - Howl Truesilver - Human - Sorcerer: Draconic Bloodline 10 * (9) Inari - Diabell, the Black Witch - Tiefling- Warlock 6 - Fiend Patron, Paladin 3 - Oath of Vengeance - none * (10) Marcelinho700 - Therion - Shadar-Kai - Rune Knight Fighter 10 -
**Used**: 20 GP Gift to Prisoner 13 **Treasure**: * Potion of Greater Healing **Story Awards**: **Purchase**: **Level up**: 1 **Notes**: **Mysterious Equation (choose one):** You gain proficiency in one tool of your choice. **You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. (Insight)** You learn a new language of your choice. **For the Golden Vault** If the characters are working for the Golden Vault, the organization sends the group’s contact to retrieve the true names the day after the characters record them. This operative offers the characters a rare magic item of their choice (subject to your approval) as payment, which is delivered to the characters the next day. **Mitspieler**: * (10) Bramymond - Howl Truesilver - Human - Sorcerer: Draconic Bloodline 10 * (9) Inari - Diabell, the Black Witch - Tiefling- Warlock 6 - Fiend Patron, Paladin 3 - Oath of Vengeance - none * (10) Marcelinho700 - Therion - Shadar-Kai - Rune Knight Fighter 10 -
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Wand of Magic Missiles | Uncommon | true | |||
| **Wand of Magic Missiles** *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. | |||||
| Pipe of Remembrance | Common | true | |||
| **Pipe of Remembrance** Source: Ghosts of Saltmarsh *Wondrous item, common* This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. | |||||
| Dimensional Shackles | Rare | true | |||
| **Dimensional Shackles** *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 | true | |||
| **Rod of the Pact Keeper +2** *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. | |||||
| Decanter of Endless Water | Uncommon | true | |||
| **Decanter of Endless Water** *Wondrous item, uncommon* This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. | |||||
| Silvered Greatsword +3 | Very Rare | true | |||
| **Silvered Greatsword +3** *Weapon (greatsword), very rare* You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. | |||||
| Mithral Armor | Uncommon | true | |||
| **Mithral Armor** *Armor (medium or heavy, but not hide), uncommon* 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. | |||||