Show Log Entry

Adventure Title
BMG-DRWEP-KS-01 THE SIEGE OF MULSANTIR
Session
Date Played
2026-03-21 23:52:00 UTC
Levels Gained
1
GP +/-
8333
Downtime +/-
Location Played
DM Name
Maricris Ricana
DM DCI Number
1320847951
Notes
POTION OF ADVANTAGE Potion, Uncommon When you drink this potion, you gain Advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. POTION OF HEALING (GREATER) Potion, Uncommon You regain 4d4 + 4 Hit Points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. POTION OF HEROISM Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This blue potion bubbles and steams as if boiling. STORY AWARDS AN ALLY OF MULSANTIR You came to Mulsantir in their time of need and have proven yourself to be a worthy ally. The Rashemi treat you favorably and with respect.

Magic Items

Name Rarity Location Table Result Counts?
SPIRIT SPEAR (WEAPON OF WARNING) Uncommon true
The blade of this spear is made from the long claw of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near. As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
ANTLER HORN (EAGLE WHISTLE) Rare true
This milk-white horn is fashioned from the tine of a great stag’s antler. A vremyonni enchanted it that it may grant flight to berserkers as they charge into battle. Despite its size, it creates the sound of a bellowing war horn when blown. While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
RASHEMI HOT STONE (THERMAL CUBE) Common true
Rashemen is a land of bitterly cold winters and short, cool summers. Outsiders who are welcome to stay in Rashemen are gifted hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat. This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).