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Adventure Title
DDAL09-12 The Breath of Life
Session
Date Played
2020-03-28 21:38:00 UTC
Levels Gained
GP +/-
775
Downtime +/-
Location Played
Roll20
DM Name
MarleyX
DM DCI Number
5320771440
Notes
LOOT: 2x Soul Coin Cloak of Arachnida 800gp BOUGHT: Fine clothes 15gp Rope , Silk 10gp

Magic Items

Name Rarity Location Table Result Counts?
Cloak of Arachnida Very Rare DDAL09-12 The Breath of Life H true
Wondrous item, very rare (requires attunement) This fine garment is made of black silver interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. This item is found in the Dungeons Master’s Guide. This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Soul Coin 2x Uncommon DDAL09-12 The Breath of Life - false
Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: • Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.