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Adventure Title
The House of Lament
The House of Lament
Session
3
3
Date Played
2024-03-03 19:00:00 UTC
2024-03-03 19:00:00 UTC
Levels Gained
GP +/-
50
50
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
0
0
Notes
**Party:** * (3) C0ldw0lf - Yugroz - Grüner Lizardfolk - Paladin 3 * (3) Talak - Thalgrim Nightshade - Hexblood - Wizard 3 - keine * (3) Eklan - Abram Morningstar - Hill Dwarf - Light Cleric 3 * (3) Dixer - Erik von Sturmwald - Reborn - Rogue 3 **Played:** 3 h **Locations:** House of Lament (Tower Base, Tower Heights, Tower Chamber, Parlor, Master Bedroom, Nursery, Storage,Buried Ruins, Buried Tower, Amber Cavity) **Encounters:** social: Ireena Kolyana hostile: Dalk Dranzorg, Zombie Plague Spreader, Mara Silvra (Banshee), Amber Monolith, Shadows **Used:** -5 = 27 Crossbow bolts -1 = 0 Potion of Healing -1 = 2 Doses of Keoghtom's Ointment **Treasure:** * Mara Silvras Armor (used by Yugroz) * Potion of Healing * Consumable **Story Awards:** **Gold:** +50 GP (Treasure) **Notes:** ...
**Party:** * (3) C0ldw0lf - Yugroz - Grüner Lizardfolk - Paladin 3 * (3) Talak - Thalgrim Nightshade - Hexblood - Wizard 3 - keine * (3) Eklan - Abram Morningstar - Hill Dwarf - Light Cleric 3 * (3) Dixer - Erik von Sturmwald - Reborn - Rogue 3 **Played:** 3 h **Locations:** House of Lament (Tower Base, Tower Heights, Tower Chamber, Parlor, Master Bedroom, Nursery, Storage,Buried Ruins, Buried Tower, Amber Cavity) **Encounters:** social: Ireena Kolyana hostile: Dalk Dranzorg, Zombie Plague Spreader, Mara Silvra (Banshee), Amber Monolith, Shadows **Used:** -5 = 27 Crossbow bolts -1 = 0 Potion of Healing -1 = 2 Doses of Keoghtom's Ointment **Treasure:** * Mara Silvras Armor (used by Yugroz) * Potion of Healing * Consumable **Story Awards:** **Gold:** +50 GP (Treasure) **Notes:** ...
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
UC/A - Oathmaker (Sword od Vengeance) | Uncommon | Amber Cavity | true | ||
*Weapon (Longsword), uncommon (requires attunement)* You gain a +1 bonus to attack and damage rolls made with this magic weapon. ***Curse.*** This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting *banishment* on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | |||||
UC - Deck of Illusions | Uncommon | Amber Cavity | true | ||
*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, 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. Playing Card - Illusion Ace of hearts - Red dragon Ace of spades - Lich King of hearts - Knight and four guards King of spades - Priest and two acolytes Queen of hearts - Succubus or incubus Queen of spades - Medusa Jack of hearts - Druid Jack of spades - Veteran Ten of hearts - Cloud giant Ten of spades - Frost giant Nine of hearts - Ettin Nine of spades - Troll Eight of hearts - Bugbear Eight of spades - Hobgoblin Two of hearts - Goblin Two of spades - Goblin Ace of diamonds - Beholder Ace of clubs - Iron golem King of diamonds - Archmage and mage apprentice King of clubs - Bandit captain and three bandits Queen of diamonds - Night hag Queen of clubs - Erinyes Jack of diamonds - Assassin Jack of clubs - Berserker Ten of diamonds - Fire giant Ten of clubs - Hill giant Nine of diamonds - Ogre mage Nine of clubs - Ogre Eight of diamonds - Gnoll Eight of clubs - Orc Two of diamonds - Kobold Two of clubs - Kobold Jokers (2) - You (the deck's owner) |