Show Log Entry

Adventure Title
CCC-GHCBK1-02 The Tithes That Bind
Session
Date Played
2023-06-12 18:30:00 UTC
Levels Gained
1
GP +/-
275
Downtime +/-
10.0
Location Played
Roll20
DM Name
Bramymond
DM DCI Number
0
Notes
**Party:** (7) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 6/War Cleric 1 (8) Joscho - Berem Callun - Eladrin Spring - Samurai Fighter 8 (5) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 5 - none (5) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 5 - none (5) TimoL- Ravenna Fortescue - Aasimar - Grave Cleric 5 **Played:** 5 h **Locations:** Emrys (Gilmann Estate, Church of All Souls), Talduth Vale (Gilmann Granaries, Ruin) **Encounters:** social: Agnea Bristani, Charlotte Gilmann (Human Merchant), Mathias Gilmann (Human), Argus Argento (Steward), Shaelrynne Gilmann (Human Priestess) hostile: Sellswords, Sellsword Warlock, Sellsword Wizards, Deathlocks, Deathlock Wights, Wights, Berblnags, Swarms of Rot Grubs, Mardin Thandalleve (Quartermaster) **Used:** -1 Potion of Healing = 0 **Treasure:** * 100 PP = 1000 GP * Spell Scroll of Dimension Door * Potion of Greater Healing * Mardin's Spellbook (not taken) *Mundane Item* The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere **Story Award:** Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future. **Purchase:** +1 Half Plate (-750 GP) -1 Scale Mail (+25 GP) **Gold:** +1000 GP (Treasure) -725 GP (Purchase) = +275 GP (Balance) **Level up:** Barbarian +1 = 6 New Features: Eagle Aspect, Rage Increase HP: +12 = 77 **Notes:** Agnea vermittelte uns einen Auftrag ihrer Freundin Lottie Gilmann, deren Kornspeicher seit kurzem öfters überfallen wurden. Vor Ort konnten wir die Angreifer schnell bezwingen und wie gewünscht mit den Leichen zur Allerseelenkirche kommen. Dort erwachten die Toten allerdings zum Leben, wogegen wir dank einer uns von Shaelryyne übergebenen magischen Waffe ebenfalls ankommen konnten. Die Spur führte in eine alte Ruine, wo wir außer Untoten einige wirre Tagebuchseiten fanden. Es stellte sich heraus, dass der wahnsinnig gewordene Quartiermeister Mardin die Überfälle veranlasst hatte, offenbar der sogenannte "Schwarze Wyvern" dahinter steckt und eine Spur zur Söldnertruppe "Große Eiche" führt. Unter Mühen konnten wir Mardin besiegen und werden die Spur weiterverfolgen.

Magic Items

Name Rarity Location Table Result Counts?
R/A - Death's Head (Mace of Disruption) Rare Church of All Souls true
*Weapon (mace), rare (requires attunement), Table G* This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. **Special.** This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.