Show Log Entry

Adventure Title
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
Session
1
Date Played
2023-04-12 20:00:00 UTC
Levels Gained
0
GP +/-
23750
Downtime +/-
10.0
Location Played
Adventures League Server
DM Name
DM Corvo
DM DCI Number
3103601006
Notes
Defender (greatsword) Rod of the pact keeper +2 Spell scroll (gate) Potion of flying Potion of longevity Soul coins (3) **Thanks of Ilmater** You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia. 23750 Ouro 10 Donwtime 1 Level (negado) Resistência a dano Venenoso (Ganho de magio Desejo conjurada por Akelako)

Magic Items

Name Rarity Location Table Result Counts?
Deathshield (Defender) Legendary DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Rod of the Pact Keeper +2 Rare DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide. This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Potion of Flying Very Rare DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. This item is found in the Dungeon Master’s Guide.
Potion of Longevity Very Rare DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Potion, very rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened. This item is found in the Dungeon Master’s Guide.
Soul Coin x3 Uncommon DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs onethird of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Spell Scroll (gate) Legendary DDAL 09-20 - WHERE DEVILS FEAR TO TREAD true
Scroll, legendary A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 19. On a failed check, the spell disappears from the scroll with no other effect. This item is found in the Dungeon Master’s Guide. This scroll is inscribed with the spell gate.