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Adventure Title
CCC-BMG MOON 4-1 – Precious Cargo
Session
Date Played
2020-02-22 01:11:00 UTC
Levels Gained
1
GP +/-
80
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
Summary While you were in the town of Kythyss on the Isle of Alaron, Barendd Rustfire, a dwarven caravan master, hired you to protect his wagons. He was concerned that dark fey raiders were harassing trade along the High King’s Road and wanted you to put a stop to it. After accepting his offer, you were jumped by agents of Lady Erliza Daressin who didn’t like outside mercenaries helping protect caravans leaving the town as it cut into their business. Did you: □ Slay the enforcers. **□ Drive off the enforcers.** Your caravan met with opposition close to Regent’s Field when you were ambushed by bugbears and satyrs. After defeating the “welcoming party,” you were able to find out that a green hag named Granny was behind the raids and where she was hiding. You found Granny’s tower deep in the Dernall Forest, defended by various goblins. Upon defeating her minions, you confronted Granny herself and saved some local children, who were being held prisoner in the tower.

Magic Items

Name Rarity Location Table Result Counts?
Rope of Climbing Uncommon true
Wondrous item, uncommon (Table B) This magical rope seems to be made out of spun hair that’s as yellow as corn silk. One end is roughly cut, almost as if it was hacked off. When it knots, the rope sprouts purple flowers with light pink undertones. This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. This item can be found on Table B in the Dungeon Master’s Guide.