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Adventure Title
CCC-GHC-BK1-02 The Ties That Bind
Session
2
Date Played
2021-08-20 19:03:00 UTC
Levels Gained
GP +/-
180
Downtime +/-
Location Played
Fantasy Grounds
DM Name
Vic Skennerton
DM DCI Number
9100100608
Notes
2.5 HRS (6 Hours total) Story Award: Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future. Mardin's Spellbook The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere

Magic Items

Name Rarity Location Table Result Counts?
Mace of Disruption (Death’s Head) Rare true
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.