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Adventure Title
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Session
2
2
Date Played
2022-04-24 19:00:00 UTC
2022-04-24 19:00:00 UTC
Levels Gained
GP +/-
427
427
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Frederic T.
Frederic T.
DM DCI Number
5320771440
5320771440
Notes
4h Played Part Three – Broken Dreams and Part Four – The Rotted Heart Used 14 bullets & smokepowder Lost the following Personality Traits & Ideals to the Raven Queen: - I always have a plan for what to do when things go wrong. - I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. - People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
4h Played Part Three – Broken Dreams and Part Four – The Rotted Heart Used 14 bullets & smokepowder Lost the following Personality Traits & Ideals to the Raven Queen: - I always have a plan for what to do when things go wrong. - I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. - People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Emerald of the War Mage | Common | Green (trapped) gem (Chapter 4) | false | ||
Ruby of the War Mage Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. | |||||
Pipes of Haunting | Uncommon | Chapter 3 Reward | true | ||
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. | |||||
Mithral Plate Armor | Uncommon | Skull Lord (Chapter 4) | true | ||
Mithral Plate Armor Heavy armor, minor tier, uncommon 65 lb. AC 18 *Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.* Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. | |||||
Cloak of the Raven | Rare | Reward of the Raven Queen | true | ||
*This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.* Cloak of the Bat Wondrous item, major tier, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. | |||||
Gwa’thern Faln (Longbow+1 that doubles as a Quarterstaff+1) | Rare | Reward from the Elves | true | ||
Gwa’thern Faln Weapon (longbow), rare (requires attunement) This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn. |