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Adventure Title
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Session
Date Played
2024-10-14 20:00:00 UTC
2024-10-14 20:00:00 UTC
Levels Gained
GP +/-
1000
1000
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
--
--
Notes
1x Deck of Illusiond (28 Cards), 1x Restorative Ointment (5)
1x Deck of Illusiond (28 Cards), 1x Restorative Ointment (5)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Raven Queens Necklace of Prayer Beads | Rare | 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 Windwalk 2 Greater Restoration 2 Bless 1 Planar Ally Minor Property: Harmonios. This Item only needs 1 Minute to attune to it. | |||||
Dread Helm | 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 | |||||
Gem of Brightness | Uncommon | FR-DC-CTT Creepy Tavern Tales | false | ||
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. |