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Adventure Title
DDAL00-02B The Weirding Vats
DDAL00-02B The Weirding Vats
Session
Date Played
2022-01-03 20:00:00 UTC
2022-01-03 20:00:00 UTC
Levels Gained
1
1
GP +/-
67.85
67.85
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Klaus K.
Klaus K.
DM DCI Number
4320812635
4320812635
Notes
**played:** 3 h **Gold gained:** +67.85 (reward) **Consumed:** -1 Potion of Healing **Gained:** +2 Potions of Healing, Stone of Good Luck (s. b.) **Party:** * Balbo Banks (Halfling Rogue 4) * Iriana Nox (Half-Elf Artificer 4) * Jessy (Variant Human Gloom Stalker 4) * Espia Zarahria (Yuan Ti Wizard 4) * Kel Talesh (Variant Human Forge Cleric 1 Artificer 2) * Lady Shia (Half-Elf Ranger 3) **Locations:** Hillsfar, Farm of Grennel, Cormanthor Forest, Tower Ruin, Valley, Cavern **Encounters:** social: First Lord Vuhm Yestral, Wood Elf (Folree), Halflings, Farmer Grennel and son, hostile: Banshee, Vat Goblin Thugs, Vat Goblin Berserkers, Lair Actions, Hobgoblin Devastator (Gorig) **Level up:** Barbarian +1 = 5 new class features: Extra Attack, Fast Movement (+10 ft = 40 ft) HP: +9 = 50 Magic Item: Heavy Crossbow +1
**played:** 3 h **Gold gained:** +67.85 (reward) **Consumed:** -1 Potion of Healing **Gained:** +2 Potions of Healing, Stone of Good Luck (s. b.) **Party:** * Balbo Banks (Halfling Rogue 4) * Iriana Nox (Half-Elf Artificer 4) * Jessy (Variant Human Gloom Stalker 4) * Espia Zarahria (Yuan Ti Wizard 4) * Kel Talesh (Variant Human Forge Cleric 1 Artificer 2) * Lady Shia (Half-Elf Ranger 3) **Locations:** Hillsfar, Farm of Grennel, Cormanthor Forest, Tower Ruin, Valley, Cavern **Encounters:** social: First Lord Vuhm Yestral, Wood Elf (Folree), Halflings, Farmer Grennel and son, hostile: Banshee, Vat Goblin Thugs, Vat Goblin Berserkers, Lair Actions, Hobgoblin Devastator (Gorig) **Level up:** Barbarian +1 = 5 new class features: Extra Attack, Fast Movement (+10 ft = 40 ft) HP: +9 = 50 Magic Item: Heavy Crossbow +1
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Stone of Good Luck (Luckstone) | Uncommon | Cavern of Gorig | true | ||
 *Wondrous Item, uncommon (requires attunement)* While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide. | |||||
Potion of Healing (2) | Common | Cavern of Gorig | false | ||
 When you drink this potion, you regain 2d4 + 2 Hit Points. | |||||
Spell Scroll of Find Familiar | Common | Cavern of Gorig | false | ||
 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | |||||
Gorig's Spellbook | Common | Cavern of Gorig | false | ||
 Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells: * acid splash, * fear, * blindness/deafness, * false life, * fire bolt, * haste, * magic missile, * mirror image, * ray of enfeeblement, * ray of frost, * ray of sickness, * shield, * shocking grasp. | |||||
Heavy Crossbow +1 | Uncommon | 5th level | true | ||
*Ranged Weapon, Uncommon* You have a +1 bonus to Attack and Damage Rolls made with this weapon. Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. |