Show Log Entry
Adventure Title
DDAL04-06 The Ghost
DDAL04-06 The Ghost
Session
1
1
Date Played
2024-08-23 19:30:00 UTC
2024-08-23 19:30:00 UTC
Levels Gained
1
1
GP +/-
100
100
Downtime +/-
10.0
10.0
Location Played
DM Name
Boerns2010
Boerns2010
DM DCI Number
Notes
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Story Award Enmity of Jeny Greenteeth | Common | true | |||
Enmity of Jeny Greenteeth. You don’t cross a hag like Jeny and get away without paying the price. For so long as you possess this story award, Jeny charges you 50% more for any spellcasting services that she provides. In addition, you may not use the alternate methods of payment detailed in the Adventurers League Dungeon Master’s Guide. | |||||
Spell Scroll of Detect Thoughts | Common | true | |||
Detect Thoughts 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. | |||||
Potion of Healing | Common | true | |||
Potion of Healing Adventuring gear (potion), common You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. Weight: 0.5 | |||||
Antitoxin | Common | true | |||
Antitoxin (vial) Adventuring gear A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Weight: — | |||||
Potion of Cold Resistance | Uncommon | true | |||
Potion of Cold Resistance Potion, uncommon When you drink this potion, you gain resistance to cold damage for 1 hour. Weight: 0.5 | |||||
Boots of Elvenkind | Uncommon | true | |||
Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. These light boots are made of supple, green leather and accented with dead leaves. They are constantly covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of cleaning (magical or otherwise) removes the filth. |