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Adventure Title
DDAL00-12d The Devil’s Song (Infernal Encounters)
Session
1
Date Played
2021-09-15 21:07:00 UTC
Levels Gained
GP +/-
2250
Downtime +/-
Location Played
Online
DM Name
Daniel R
DM DCI Number
6102276791
Notes
Paaske, Miredo, TaC, TaC, warlock Martin, Brego, soc YesAdMan, Aelor, wizs Emil, Iladan, wiz Simira, Sofus, soc

Magic Items

Name Rarity Location Table Result Counts?
Vorpal long sword (L, A) Legendary DDAL00-12d The Devil’s Song (Infernal Encounters) true
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Ollamh Harp (L, A) Legendary DDAL00-12d The Devil’s Song (Infernal Encounters) true
Wondrous item, legendary (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, confusion, control weather, fire storm