Show Log Entry

Adventure Title
DDAL 00-02D Echoes of the Weeping War
Session
Date Played
2022-01-08 20:00:00 UTC
Levels Gained
1
GP +/-
-383.34
Downtime +/-
10.0
Location Played
Roll20
DM Name
Klaus K.
DM DCI Number
4320812635
Notes
**played:** 4 h **Gold gained:** +416.66 (reward), -800 (trade, s. b.) = -383.34 **Traded:** +1 Half Plate (-750 GP), +1 Potion of Healing (-50 GP) **Party:** * Balbo Banks (Halfling Rogue 7) * Grant Amerys (Human V. Fighter 10) * Maala (Turtle Twilight Cleric 5) * Margit Queviel (Human V. Paladin 6 Warlock 1) * Samus Silberzunge (Hilldwarf Sorcerer 9 Cleric 1) **Locations:** Hillsfar, Elmwood (Wayfarer's Rest Inn, Harbour), River Duathampee, Ruins of Duathampee **Encounters:** social: First Lord Vuhm Yestral, Talsa Hailsbrother (Inn's Keeper), Edgar (Dice Player in Inn), Grant Candon (Captain of Green Reach), Carolla (Archaeologist) hostile: Hydras, Dretches, Mezzoloth, Nycaloths **Level up:** Barbarian +1 = 7 new class features: Feral Instinct HP: +9 = 68

Magic Items

Name Rarity Location Table Result Counts?
Velahr´Kerym (Flame Tongue Longsword) Rare Ruins of Duathampee true
![](https://s3.amazonaws.com/files.d20.io/images/244254874/bctnb6xxMCRFrC9K6VeBrg/max.jpg?1631177139) *Weapon, rare (requires attunement)* This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.
Potion of Invisibility Common Ruins of Duathampee false
![](https://s3.amazonaws.com/files.d20.io/images/244255362/vR185dVRtHtQ5YkqXDl8Jw/max.jpg?1631177505) *Potion, very rare* When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.
Spell Scroll of Fireball (5th lvl) Common Ruins of Duathampee false
![](https://s3.amazonaws.com/files.d20.io/images/244255220/mlx8jYllUED1f2TkJxQobA/max.png?1631177432) *Scroll, rare* A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried. A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Spell Scroll of Greater Restoration Common Ruins of Duathampee false
![](https://s3.amazonaws.com/files.d20.io/images/244254962/IEPlEVfCFYWzMyRgUG8djQ/max.png?1631177230) *Scroll, rare* You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target: * One Effect that Charmed or Petrified the target * One curse, including the target’s Attunement to a Cursed magic item * Any reduction to one of the target’s Ability Scores * One Effect reducing the target’s hit point maximum A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.