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Adventure Title
CCC-GHC-07 The River Runs Red
CCC-GHC-07 The River Runs Red
Session
Date Played
2026-04-16 22:46:00 UTC
2026-04-16 22:46:00 UTC
Levels Gained
GP +/-
-2800
-2800
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Kuta
Kuta
DM DCI Number
AL Nordic/Triden
AL Nordic/Triden
Notes
Eldecrynn, Tairnsleigh, human, barb 13 YesAdMan, Gale, air genasi, monk Simira, Ash, tabaxi, shadow sorc 12 Merchant, Furjur the Flippant Golden Paragon trading company Deal w Seven Sons Trading Coster from city of Calaunt. Weird stone preventing teleport. Rivals House Nanther of Melvaunt. Time is of the essence. Two set of human tracks. COINS AND OTHER TREASURE 1,200 GP / Character = 2,100 GP total / 3 Characters + 500 GP / Character MAGIC ITEMS Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." Potion of Invisibility Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. 1200 GP - 4000 GP for healing potions
Eldecrynn, Tairnsleigh, human, barb 13 YesAdMan, Gale, air genasi, monk Simira, Ash, tabaxi, shadow sorc 12 Merchant, Furjur the Flippant Golden Paragon trading company Deal w Seven Sons Trading Coster from city of Calaunt. Weird stone preventing teleport. Rivals House Nanther of Melvaunt. Time is of the essence. Two set of human tracks. COINS AND OTHER TREASURE 1,200 GP / Character = 2,100 GP total / 3 Characters + 500 GP / Character MAGIC ITEMS Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." Potion of Invisibility Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. 1200 GP - 4000 GP for healing potions
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Ring of the Ram (R-A) | Rare | CCC-GHC-07 The River Runs Red | true | ||
| This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." | |||||