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Adventure Title
DDAL04-04 The Marionette
DDAL04-04 The Marionette
Session
2
2
Date Played
2025-06-23 19:00:00 UTC
2025-06-23 19:00:00 UTC
Levels Gained
1
1
GP +/-
102
102
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Boerns2010
Boerns2010
DM DCI Number
00000
00000
Notes
Spent: - Potion of Healing - 2 Arrows (geschätzt) <p> Gained: - 2 Flasks of Alchemist’s Fire (FÜR JEDEN ODER GANZE GRUPPE?) Adventuring Gear Weight: 1 lb. Cost: 50 GP When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning. Adventuring gear This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage: 1d4 - Damage Type: Fire - Properties: Improvised Weapon - Range: 20 - Weight: 1 <p> - Vial of Acid (FÜR JEDEN ODER GANZE GRUPPE?) Adventuring Gear Weight: 1 lb. Cost: 25 GP When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. <p> GRUPPE hat gefunden: Puderdose <p> Mitspieler: Stefan M. - Voran - Human - Rogue MaxensMudda - Magni - Dwarf - Barbarian Marco - Oplug Jisoprau - Aasimar - Paladin XAR - Snaggels - Bugbear - Druid
Spent: - Potion of Healing - 2 Arrows (geschätzt) <p> Gained: - 2 Flasks of Alchemist’s Fire (FÜR JEDEN ODER GANZE GRUPPE?) Adventuring Gear Weight: 1 lb. Cost: 50 GP When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning. Adventuring gear This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage: 1d4 - Damage Type: Fire - Properties: Improvised Weapon - Range: 20 - Weight: 1 <p> - Vial of Acid (FÜR JEDEN ODER GANZE GRUPPE?) Adventuring Gear Weight: 1 lb. Cost: 25 GP When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. <p> GRUPPE hat gefunden: Puderdose <p> Mitspieler: Stefan M. - Voran - Human - Rogue MaxensMudda - Magni - Dwarf - Barbarian Marco - Oplug Jisoprau - Aasimar - Paladin XAR - Snaggels - Bugbear - Druid
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Potion of Healing | Uncommon | false | |||
| Adventuring gear (potion), common You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. Weight: 0.5 | |||||
| Potion of Climbing | Common | false | |||
| Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. | |||||
| Scroll of Animate Dead | Uncommon | false | |||
| Scroll, uncommon A description of this item can be found in the Dungeon Master's Guide. Animate Dead 3rd-Level Necromancy Casting Time: 1 minute - Range: 10 feet - Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - Duration: Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. | |||||
| Eyes of Charming | Uncommon | true | |||
| Wondrous item, uncommon (requires attunement) These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. | |||||