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Adventure Title
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Session
1
Date Played
2023-12-22 19:30:00 UTC
Levels Gained
1
GP +/-
8333
Downtime +/-
10.0
Location Played
DM Name
Jannis D.
DM DCI Number
Jadi 33518
Notes
-300GP Bought 3 Potion of Superior Healing

Magic Items

Name Rarity Location Table Result Counts?
Spellwrought Tattoo: Raise Dead Rare true
Spellwrought Tattoo: Raise Dead Wondrous item (tattoo), rare You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Spell: Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Potion of superior healing Rare true
Potion of superior healing Potion, rare You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Sapphire Buckler Very Rare true
Sapphire Buckler Shield, very rare (requires attunement) 6 lb. AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location
Same der Hoffnung (DRACHENEI) für die Story Common true
In einer heiß-glühenden Schatulle findet ihr ein Ei. Bei seinem Anblick fühlt ihr euch an Sonneneruptionen erinnert, die ihr mehr als einmal im Wildspace bewundern durftet. Dies ist der ungeborene Nachkomme, der stumme Zeuge der Vereinigung des Solardrachens Fortgen "die brennende Lanze" mit Raina der "Sonnenseglerin". Und nun, da Fortgen vernichtet wurde, der zukünftige Verteidiger aller Bewohner seines Herrschaftsgebietes.
Spellscroll of Dominate Monster Rare true
Spell Scroll (5th): Hold Monster Scroll, rare A spell scroll bears the words of a single spell, written as 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 is 15. 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 spell cast from this scroll has a save DC of 17 and an attack bonus of +9. 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 a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Spell: Hold Monster 5th-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Classes: Bard, Sorcerer, Warlock, Wizard