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Adventure Title
DDAL04-4 The Marionette
Session
3
Date Played
2022-07-14 21:36:00 UTC
Levels Gained
1
GP +/-
130
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
Eyes of Charming Uncommon false
Wondrous item These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. A description of this item can be found in the Dungeon Master’s Guide. These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.
Potion of Climbing (Consumable) Common true
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Vial of Acid Common true
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Alchemist's Fire Common false
This sticky, adhesive fluid ignites when exposed to air. As an Action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its Action to make a DC 10 Dexterity check to extinguish the flames.