Show Log Entry

Adventure Title
CCC-BMG-29 Hill 2-2 The Red Herring
Session
Date Played
2024-09-23 22:51:00 UTC
Levels Gained
GP +/-
-1000
Downtime +/-
10.0
Location Played
Online
DM Name
Liam
DM DCI Number
010203
Notes
Kuta, Nyrddhork, bugbear cleric 10 Maskoo, Pedor Longeye, halfling ranger 10 Steve, Kaden, human, rogue/mon 10 Gishlife, Mythamyr, palalock 10, thri kreen Maluku, Sai, elf kensei 9 Simira, Grusk, mountain dwarf ranger 6 Hillsfar, changes, monster attacks. Mulmaster delegation. Darlon Ma. Assasination attempts. Talk to Master Torsha Ladron head of mages guild. Missing potions recently. Elizabeth Cantor, Treasurer Mikk Ravastan, Provisioner Vertek Salazar, Chief Security Officer Andrik Yost, Alchemical Ingredient Supplier Talia Chambers, Morty. 1st assassination attempt in Cantor home where meeting was hosted. Potion ingredients disappearing. Summon or impersonate mages? Ask Vertek. Andrik, overtime pay, shut down. Rogues’ guild framing mages guild? Rook Hearth knows who is behind the job. Thalia, supplies stolen. Rook Hearth, buying. Martek Leer second in command rogues guild. Story Award: You’ve got a friend in me. The Zulkir remembers his debts and debtors and spreads word through the Red Wizard channels that you are a friend of Thay. You receive advantage on all ability checks throughout the rest of HILL2-2 and HILL2-3 in dealing with the Red Wizards. Each module has this Story Award and if a character receives three ranks of this, the effect is permanent in any dealings with the Red Wizards of Thay. Widowmaker (+1 Hand crossbow) Bought 3 potions of superior healing

Magic Items

Name Rarity Location Table Result Counts?
Hand Crossbow +1 (U) Uncommon CCC-BMG-29 Hill 2-2 The Red Herring true
Hand Crossbow +1 Ranged weapon (martial, hand crossbow), uncommon This +1 black wooden hand crossbow has a blood red heart engraved on it that bleeds a little every a bolt from it kills someone. You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d6+1 Damage Type: Piercing Properties: Light, Loading, Range Range: 30/120 Weight: 3