Show Log Entry

Adventure Title
DDHC-KftGV-11 Affair on the Concordant Express
Session
Date Played
2024-11-17 12:12:00 UTC
Levels Gained
1
GP +/-
1297.5
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes
###Players (10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault (1) 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 ###Magic Items gained Wand of Magic Missiles (1 Charges missing, 3 Charges used -> 1d6+1 - 6 -> voll) Rod of the Pact Keeper +2 Ring of Mind Shielding Dimensional Shackles Silvered +3 greatsword that once belonged to a githyanki knight Horn of Valhalla (silver) Suit of mithral armor (chainmail) Instrument of the Bards, Mac-Fuirmidh Cittern ###Consumeables gained Potion of Fire Resistance Potion of healing (greater) ###sonstiges Detektivhut 1 proficency in one tool or 1 language or 1 skill (Deception, History, Insight, Investigation, Medicine or Performance) of your your choice --> Language: Sign Language 3.500 GP Five amethysts (100 gp each) Golded mind flayer skull (150 gp) 40 GP **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. picked: Instrument of the Bards, Mac-Fuirmidh Cittern **Other Rewards** If the characters helped solve the murder mystery aboard the Concordant Express, the mind flayer detective Ignatius Inkblot uses its plane shift spell to deliver a wrapped parcel to the characters several days later. The parcel contains a token of the illithid’s esteem: a masterfully crafted magnifying glass worth *1,000 gp*. ###lvl 6 Magiacal Discorvery - Book of Lore Feat

Magic Items

Name Rarity Location Table Result Counts?
Wand of Magic Missiles Uncommon Concordant Express in einer Monodrone true
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 Concordant Express true
(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.
Dimensional Shackles Rare false
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 false
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. 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.
Silvered +3 greatsword that once belonged to a githyanki knight Very Rare false
You have a +3 bonus to attack and damage rolls made with this weapon. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands when you attack with it. Category: Items Damage: 2d6 Damage Type: Slashing Modifiers: Melee Attacks +3, Melee Damage +3 Properties: Heavy, Two-Handed Weight: 6
Horn of Valhalla (silver) Rare false
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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.
Suit of mithral armor (chainmail) Uncommon false
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Instrument of the Bards, Mac-Fuirmidh Cittern Uncommon true
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.