Show Log Entry

Adventure Title
CCC-UCON-01 Blood & Fog
Session
Date Played
2026-03-09 21:18:00 UTC
Levels Gained
GP +/-
525
Downtime +/-
10.0
Location Played
Online
DM Name
Liam
DM DCI Number
AL Triden
Notes
DM Liam Steve, Malcer, human assassin rogue 8 Kuta, Hidden Paw, tabaxi scsion rogue 7 Pete, Valintino, Aasimar, Peace cleric, Ice, tabaxi rogue phantom 10 Big Mike, Landric, human fighter/rogue Simira, Talina, drow assassin rogue 8 Phlan. People disappeared. Gnoll fang of Yenooghu “You must keep this after you give it away, but it has no inherent value. What am I?” Riddle 2, maps Fey and gnolls. Scorpion wolf cross. Potion of Greater Healing by elf Group of gnolls. Carrying journal. Massive sacrifice, blood lord. Standing stones, fighting druid and flinds. Journal. Needs to consume 300 hearts. Carvings on stones. Castle, dragon, mist, count Strahd. Foretelling of mist coming to Phlan. 525 GP each Potion of Greater Healing Berserker Flail

Magic Items

Name Rarity Location Table Result Counts?
Berserker Flail (R-A) Rare CCC-UCON-01 Blood & Fog true
Weapon (Flail), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers.