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Adventure Title
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
Session
1
Date Played
2022-11-30 20:00:00 UTC
Levels Gained
0
GP +/-
15000
Downtime +/-
10.0
Location Played
Adventures League Server
DM Name
DM Corvo
DM DCI Number
3103601006
Notes
Wand of Secrets Trinket (Lágrima) Belt of stone giant strength Spell scroll of power word: pain Soul Coin x2 15000 Ouro 10 Downtime 1 nivel (Negado) Grimório: Among them is a spellbook bound in durable, oiled leather that contains the spells: animate dead, bestow curse, blight, comprehend languages, detect thoughts, dominate person, fireball, fog cloud, glyph of warding, greater invisibility, gust of wind, magic missile, mirror image, and shield. Story Award: Wards Got! You’ve successfully retrieved the wards of suffering from the bowels of a long-lost temple to Ilmater. With the protection they afford, Dara stands a much better chance of surviving her ordeal in the Canyon of Screams.

Magic Items

Name Rarity Location Table Result Counts?
Wand of Secrets Uncommon DDAL 09-14- THE VAST EMPTINESS OF GRACE true
Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in blood-soaked cord which stains the hands of those who hold it.
Belt of Stone Giant Strength Very Rare DDAL 09-14- THE VAST EMPTINESS OF GRACE true
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide. This belt is made of iron plates riveted to a wide belt of burnished leather, and buckled with a series of straps gilt in polished steel. While worn, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.
Spell scroll of power word: pain Rare DDAL 09-14- THE VAST EMPTINESS OF GRACE true
Scroll, rare A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. 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 17. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This item can be found in the Dungeon Master’s Guide
Potion of Superior Healing Rare DDAL 09-14- THE VAST EMPTINESS OF GRACE true
Potion, rare You regain 8d4 + 8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon Master’s Guide.
Soul Coin Uncommon DDAL 09-14- THE VAST EMPTINESS OF GRACE true
Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third 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 use it to 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.