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Adventure Title
DDHC-WDH Waterdeep: Dragon Heist, Chapter 4
DDHC-WDH Waterdeep: Dragon Heist, Chapter 4
Tier
2
2
Session
2
2
Date Played
2019-01-09 22:42:00 UTC
2019-01-09 22:42:00 UTC
ACP
4
4
TCP
12
12
GP +/-
Downtime
10.0
10.0
Renown
1.0
1.0
Location Played
Roll20
Roll20
DM Name
Oracle1of7
Oracle1of7
DM DCI Number
6313362689
6313362689
Notes
Vault of Dragons surrendered to Laeral Silverhand - 8 bonus TCP Mark of Prestige earned from loan. Jarlaxle Baenrae taken by the City Watch
Vault of Dragons surrendered to Laeral Silverhand - 8 bonus TCP Mark of Prestige earned from loan. Jarlaxle Baenrae taken by the City Watch
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bracers of Flying Daggers | Rare | Waterdeep | G | true | |
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. | |||||
Cloak of Invisibility | Legendary | Waterdeep | I | true | |
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up and down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. | |||||
Hat of Disguise | Uncommon | Waterdeep | F | true | |
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. | |||||
Portable Hole | Rare | Waterdeep | D | true | |
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or 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. | |||||
Knave's Eye Patch | Rare | Waterdeep | G | true | |
While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the Sunlight Sensitivity trait, you are unaffected by the trait.You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. | |||||
Ring of Truth Telling | Uncommon | Waterdeep | B | true | |
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. | |||||
Wand of Web | Uncommon | Waterdeep | F | true | |
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 Warmth | Uncommon | Waterdeep | F | true | |
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. | |||||
Feather of Diatryma Summoning | Rare | Waterdeep | D | true | |
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. The diatryma is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. | |||||
Rapier +3 | Very Rare | Waterdeep | H | true | |
Jarlaxle's Rapier | |||||
Leather Armor +3 | Legendary | Waterdeep | I | true | |
Jarlaxle's Armor |