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Adventure Title
DDHC-CoS - Strahd Must Die Tonight!
Session
1
Date Played
2023-10-06 19:09:00 UTC
Levels Gained
GP +/-
1000
Downtime +/-
10.0
Location Played
BMG VDDW
DM Name
Craig McBriarty
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
☐ Mace of Terror Common DDHC-CoS - Strahd Must Die Tonight! true
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Doss Lute Common DDHC-CoS - Strahd Must Die Tonight! true
Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison Wondrous Item, varies (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
☐ Plate +2 Common DDHC-CoS - Strahd Must Die Tonight! true
You have a +2 bonus to AC while wearing this armor.