Show Log Entry
Adventure Title
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Session
Date Played
2025-01-06 20:00:00 UTC
2025-01-06 20:00:00 UTC
Levels Gained
GP +/-
500
500
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
--
--
Notes
Restorative Ointment (5 Charges) Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. Gem of Brightness This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. **Story Award The Art of Transmutation** Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again. **Story Award Eternal Love** You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 (122) years a crawling claw will come knocking at your door or window, with a wedding invitation. **Story Award Against the Natural Order** You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today. **Story Award Last Rest** Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate. **Story Award Unending Story** The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures. Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures)
Restorative Ointment (5 Charges) Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. Gem of Brightness This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. **Story Award The Art of Transmutation** Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again. **Story Award Eternal Love** You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 (122) years a crawling claw will come knocking at your door or window, with a wedding invitation. **Story Award Against the Natural Order** You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today. **Story Award Last Rest** Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate. **Story Award Unending Story** The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures. Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Sarions Spare Helmet | Common | FR-DC-CTT Creepy Tavern Tales | false | ||
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? | |||||
Raven Queens Necklace of Prayer Beads | Common | FR-DC-CTT Creepy Tavern Tales | false | ||
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. | |||||
Amus Fabulous Tales | Uncommon | FR-DC-CTT Creepy Tavern Tales | false | ||
Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |