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Adventure Title
FR-DC-AMAK01 You better watch out
Session
Date Played
2024-11-16 20:00:00 UTC
Levels Gained
1
GP +/-
1290
Downtime +/-
10.0
Location Played
Roll20
DM Name
Ali K.
DM DCI Number
8320831522
Notes
**Party:** (10) Echo - Fin Cinderflower - Ghostwise Halfling - Moon Druid 10 - Emerald Enclave (8) Eike - Rasna - Orc - Devotion Paladin 6 / Sorcerer 2 - keine [10] SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.10 (10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 (6) Dixer - Rolen Galanodel - Wood Elf - Way of the Open Hand Monk 6 - no faction **Played:** 4 h **Locations:** Easthaven (White Lady Inn), Cairn (House of Claus) **Encounters:** social: Indra (Human Sherif), Kobolds, Abeto (Treant) hostile: Kobolds, Claus (Dragonborn), Snowmans (Snow Golems) **Used:** -1 Potion of Healing = 0 -1 Oil = 1 **Treasure:** * 1400 GP * Potion of Gaseous Form ![](https://s3.amazonaws.com/files.d20.io/images/417463688/wBTPRW4sBc3cMIEt-VqZUw/max.jpg?1731575506) *Potion, rare* When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water. * Potion of Psionic Fortitude ![](https://s3.amazonaws.com/files.d20.io/images/417814946/wkVY9aX1w_4j41NiVfLhNA/max.webp?1731797368) *Potion, uncommon* When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself. This black potion swirls with shimmering flecks of pink and purple. * Spell Scroll (3rd Level) Magic Circle ![](https://s3.amazonaws.com/files.d20.io/images/417463280/N7YiiiaPHD6sYKA4ug_-WQ/max.png?1731574715) *Scroll, uncommon* A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. ***Magic Circle*** You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3. * Spellbook (Archmage) ![](https://s3.amazonaws.com/files.d20.io/images/341316433/JbIBD2XNt11G1FmEDgQ9rQ/max.jpg?1683818182) The spellbook contains the following spells: 1st level: detect magic, identify, mage armor, magic missile 2nd level: detect thoughts, mirror image, misty step 3rd level: counterspell, fly, lightning bolt 4th level: banishment, fire shield, stoneskin 5th level: cone of cold, scrying, wall of force 6th level: globe of invulnerability 7th level: teleport 8th level: mind blank 9th level: time stop **Story Awards:** Holy Night You saved christmas for the children in Icewind Dale! **Purchase:** + 1 Healer's Kit (-5 GP) + 10 Oil (-1 GP) = 11 + 1 Potion of Greater Healing (-100 GP) = 2 + 2 Daggers (-4 GP) **Gold:** + 1400 GP (Treasure) - 110 GP (Purchase) = +1290 GP (Balance) **Level up:** Monk +1 = 7 new Feature: Evasion HP: +7 = 52 Deity taken: Ilmater **Notes:** Da Claus Easthaven angreift statt Geschenke zu verteilen, suchen wir ihn in seinem Haus auf, um ihn zur Rechenschaft zu ziehen. Korrash und Vayle töten dabei direkt einen Kobold-Aufseher. Bei direkter Begegnung mit Claus schafft er es etliche zu bezaubern, doch Rolen bleibt standhaft und bekämpft ihn, fällt aber seinem Finger of Death zum Opfer und wird kurzfristig bewusstlos. Korrash heilt Rolen, als die bezauberten Gruppenmitglieder Claus scheintot gezaubert und gebunden haben. Auf dem Rückweg begegnet uns der reant Abeto, der uns auf die Spur stößt, dass Claus' wahre Seele in enem Edelstein eingeschlossen ist. Wir können den Edelstein zerstören, Claus zurückholen und ihn gegenüber der Strafverfolgung von Easthaven in Schutz nehmen.

Magic Items

Name Rarity Location Table Result Counts?
R/A - Wand of Wonder Rare FR-DC-AMAK01 You better watch out true
![](https://s3.amazonaws.com/files.d20.io/images/417468108/NQYbY8WRmOjlbrzernkWcw/max.png?1731582102) *Wand, rare (requires attunement)* This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. 1d100 Effect 01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin. 31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage. 36–40 Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured. 41–45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured. 46–50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin. 51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead. 56–60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears. 61–64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute. 65–68 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute. 73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. 83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself. 88–92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line. 93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog. 98–00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
C - Pipe of Smoke Monsters Common FR-DC-AMAK01 You better watch out false
![](https://s3.amazonaws.com/files.d20.io/images/416966871/cvPNad4Br4esPluxPUDDhg/max.png?1731220072) *Wondrous Item, common* While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.