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Adventure Title
DDHC-KftGV Party at Paliset Hall
DDHC-KftGV Party at Paliset Hall
Session
2
2
Date Played
2025-07-05 21:00:00 UTC
2025-07-05 21:00:00 UTC
Levels Gained
1
1
GP +/-
2620
2620
Downtime +/-
10.0
10.0
Location Played
roll20
roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
Notes
**Used**: **Treasure**: Golden Vault Reward: Eldritch Claw Tattoo **Story Awards**: **Purchase**: **Gold**: 2620 GP an Items aus dem Atelier **Level up**: 1 **Notes**: **Mitspieler**: * (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave * (10) Echo - Kyran Dawnwalker - Aasimar (TCL) - 8 Divine Soul Sorcerer / 2 Warlock - None * (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault * (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Sorcerer 1/Bard: College of Eloquence 9 - Golden Vault
**Used**: **Treasure**: Golden Vault Reward: Eldritch Claw Tattoo **Story Awards**: **Purchase**: **Gold**: 2620 GP an Items aus dem Atelier **Level up**: 1 **Notes**: **Mitspieler**: * (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave * (10) Echo - Kyran Dawnwalker - Aasimar (TCL) - 8 Divine Soul Sorcerer / 2 Warlock - None * (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault * (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Sorcerer 1/Bard: College of Eloquence 9 - Golden Vault
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Bag of Tricks (Rust-Colored) | Uncommon | true | |||
| **Bag of Tricks (Rust-Colored)** *Wondrous item, uncommon* This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature 1 Rat 5 Giant goat 2 Owl 6 Giant boar 3 Mastiff 7 Lion 4 Goat 8 Brown bear | |||||
| Serpentine Owl Figurine of Wondrous Power | Rare | true | |||
| **Serpentine Owl Figurine of Wondrous Power** *Wondrous item, rare* A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. | |||||
| Gauntlets of Ogre Power | Uncommon | true | |||
| **Gauntlets of Ogre Power** *Wondrous item, uncommon (requires attunement)* Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. | |||||
| Quiver of Ehlonna | Uncommon | true | |||
| **Quiver of Ehlonna** *Wondrous item, uncommon* Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. | |||||
| Eldritch Claw Tattoo | Uncommon | true | |||
| **Eldritch Claw Tattoo** *Wondrous item (tattoo), uncommon (requires attunement)* Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. | |||||