Show Log Entry

Adventure Title
DDAL00-06 Lost Laboratory of Kwalish
Session
Date Played
2025-08-12 19:45:00 UTC
Levels Gained
1
GP +/-
4890
Downtime +/-
10.0
Location Played
Forgotten Realms
DM Name
Echo
DM DCI Number
Notes
### Teilnehmer - (8) Matschfloss | Max - Solenar - Wood Elf - Monk (8) - Order of the white Oak - (10) Marcelinho700 - Tsuji - Human - Samurai Fighter 10 - Purple Dragon knight - (9) Bramymond - Castti Florenz - Firbolg (MMOM) - Druid: Circle of the Land 9 - Emerald Enclave - (10) Karrakasz - Braxton - (8) Tom the Elevator - Judas Brutos - Halfling - Scout Rogue 5 / Gloom Stalker Ranger 3 - Harper ### Loot: - 4890.0 p.P. - Scrolls: Flock of Familiars, Galder's Speedy Courier, Galder's Tower - 3x Potion of Healing - elixir of health - Galder's Bubble Pipe - Heward's Hireling Armor - Ioun Stone of Language Knowledge (Netherese / Rare) - Ioun Stone of Historical Knowledge (Rare) - boots of striding and springing - Blade of the Medusa Shortsword - Polymorph Blade Scimitar - Gambler's Blade (Greatsword) - a folding boat - wings of flying - bag of tricks (tan) - Leather Golem Armor - Manual of Golems: Flesh Golem - Manual of Golems: Iron Golem - Apparatus of Kwalish - Manual of Quickness of Action Charms: Charm of the Traveller This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Galders Tower spell, no components required. Once all its charges have been expended, this charm vanishes from you.

Magic Items

Name Rarity Location Table Result Counts?
Galder's Bubble Pipe Rare DDAL00-06 Lost Laboratory of Kwalish true
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: • You can cast fog cloud as an action (1 charge). • You can cast misty step as a bonus action (2 charges). • You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Heward's Hireling Armor Very Rare DDAL00-06 Lost Laboratory of Kwalish true
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a 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.
Ioun Stone of Language Knowledge (Netherese / Rare) Common DDAL00-06 Lost Laboratory of Kwalish true
You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Ioun Stone of Historical Knowledge (Rare) Common DDAL00-06 Lost Laboratory of Kwalish true
You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
boots of striding and springing Uncommon DDAL00-06 Lost Laboratory of Kwalish true
Blade of the Medusa Shortsword Very Rare DDAL00-06 Lost Laboratory of Kwalish true
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Polymorph Blade Scimitar Common DDAL00-06 Lost Laboratory of Kwalish true
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. Tyrannosaurus Giant ape Elephant Giant Scorpion Rhinoceros Polar Bear Giant toad Giant Eagle Black Bear Crocodile Wolf Horse Ox Giant Frog Poisonous Snake Hawk Octopus Cat Rat Rabbit A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
Gambler's Blade (Greatsword) Rare DDAL00-06 Lost Laboratory of Kwalish true
Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
a folding boat Common DDAL00-06 Lost Laboratory of Kwalish true
wings of flying Common DDAL00-06 Lost Laboratory of Kwalish true
bag of tricks (tan) Common DDAL00-06 Lost Laboratory of Kwalish true
Leather Golem Armor Rare DDAL00-06 Lost Laboratory of Kwalish true
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: • Immutable Form. You are immune to any spell or effect that would alter your form. • Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: • Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. • Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Manual of Golems: Flesh Golem Very Rare DDAL00-06 Lost Laboratory of Kwalish true
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Manual of Golems: Iron Golem Very Rare DDAL00-06 Lost Laboratory of Kwalish true
This tome contains information and incantations necessary to make a iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Apparatus of Kwalish Legendary DDAL00-06 Lost Laboratory of Kwalish true
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers:Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). 6 The apparatus walks or swims forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Manual of Quickness of Action Very Rare DDAL00-06 Lost Laboratory of Kwalish true
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.