Show Log Entry

Adventure Title
DL-DC-SOTH-01 Echoes of War
Session
Date Played
2024-03-15 20:00:00 UTC
Levels Gained
1
GP +/-
-54.5
Downtime +/-
10.0
Location Played
Roll20
DM Name
Ali K.
DM DCI Number
8320831522
Notes
**Party:** * (2) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 1 - Knights (of the Sword) of Solamnia * (2) Eklan - Lathrop Lloyd - V. Human - Artificer 2 * (3) - Talak - Eirik Eldermoor - V.Human - Twilight Cleric 3 - none * (3) Boerns - Storn Thunderstrike - Human (Variant) - Fighter 3 - Knights of the Crown * (2) Dixer - Uzank - Kender - Fighter 2 - Knights of the Sword **Played:** 4.5 h **Locations:** Heartlund (Cave) **Encounters:** social: Rindle Quickfoot (Kender) hostile: Hobgoblins, Ogre Chain Brute, Cultists, Cult Fanatics **Treasure:** * 3.5 GP (Mundane Items: Climber's Kir, Fishing Tackle, 3 Traveller Clothes, Hammer, Dagger) * Dust of Dryness ![](https://s3.amazonaws.com/files.d20.io/images/384291191/BiBokRnIMUT9Dxijdl9pSQ/max.png?1710306744) *Wondrous Item, uncommon* This small packet contains 1 pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. **Story Award:** Fall of a Rose You have traversed the spectral remnants of Lord Soth's sanctuary, weaving through its shadowy embrace. Emerging with tales of valor, you bear insights bestowed only upon those who've seen its hidden secrets. **Purchase:** +1 Mule (-8 GP) +1 Riding Saddle (-10 GP) +1 Hide Barding (-40 GP) = -58 GP **Gold:** Treasure: +3.5 GP Purchase: -58GP = Gold Balance: -54.5 **Level up:** Fighter +1 = 3 Subclass: Cavlier Features: Bonus Skill (Insight), Born to the Saddle, Unwavering Mark HP: +8 = 28 **Notes:** ...

Magic Items

Name Rarity Location Table Result Counts?
UC/A - Hungry Pearl of Power Uncommon Cave true
![](https://s3.amazonaws.com/files.d20.io/images/382873719/jqkBOIEd2pMaZM7Azhmj3Q/max.png?1709445320) *Wondrous Item, uncommon (requires attunement by a Spellcaster)* While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. **Hungry.** This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
C - Rope of Mending Common Cave false
![](https://s3.amazonaws.com/files.d20.io/images/384291089/i0xejWXmkdsl43OlxJvyrg/max.webp?1710306611) *Wondrous Item, common* You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.