Show Log Entry
Adventure Title
DDHC-BGDiA Baldur's Gate Descent into Avernus
DDHC-BGDiA Baldur's Gate Descent into Avernus
Session
4
4
Date Played
2020-05-31 07:28:00 UTC
2020-05-31 07:28:00 UTC
Levels Gained
GP +/-
80
80
Downtime +/-
Location Played
Daddy Warbux's place
Daddy Warbux's place
DM Name
C Kong
C Kong
DM DCI Number
2919109029
2919109029
Notes
**Date-Time**: 2020-05-31 18:32, Team E, session 4, 4 players. **Place**: Daddy Warbuxx's place. **DM**: Charlie Kong, DCI 2919109029. **DM Rewards**: Double Advancement taken. **Adventure**: DDHC-BGDiA Baldur's Gate Descent into Avernus, Ch 1. Left amputee Amrik Vanthampur to the vengeful whim of middle child, Mortlock Vanthampur, and Aly's steed to socialise past gate into Upper City using Melech the Thirsty Thurstwell Vanthampur Doppleganger. Persuaded Vanthampur Villa's guards and servants to seek an audience with the real Thirsty Thurstwell Vanthampur, master of imp familiar spies, and survived the infiltration against the defense of Vanthampur Villa, and its Terminator. **Time Lapsed**: short rested, 1d 0h (10am). **Progression**: +4h x20gp= +80/80gp (tier 1) 80/240gp (tier 2), **milestone locked to L3**. **Players (4)**: **Grenmyr Bonerener**17y male LN S7L3.2+0.4=3.99 Goliath Warlock Soldier 210+80/80=250gp (@Zekusmaximus#4844, DCI 1318694189). **Melech** 25y male CG -20DT S9L5.99+0 Half-Elf Fiend Warlock Tome Noble 485gp (@Krazak#3968, DCI ). **Marwood Lightspirit** 32y male CG S9L5.99+0= Scourge Aasimar Divine Sorcerer 4 Hexblade 1 Sage 250gp (Dolan#0729, DCI 4320728315). **Aly'Dril Ken'Urden** 23y male CG S9L6.99 Half-Drow Vengeance 5 Entertainer 780gp (Morjixxo#5021, DCI ). **Absent**: **Penelope Ralos** 32y female NG S9L3.2 Protector Aasimar Grave Cleric Acolyte Doomguide 159gp (@Phanpy Love#2060, DCI 7317159167). **Drive** 26y male CG S9L6.4 SCAG Feral Tiefling rebuilt to Eldritch Knight Emerald Enclave <440gp -less fighter starting equipment (@daye#2452, DCI 3113332340). **Magic Items**: **Drive (3)** Ring of Protection-A, dropped renown +1 Longbow, Dragonguard, gained Gwa’thern Faln-A, gained Ruby of the War Mage (Emerald)-A. **Grenmyr** XGE. **Melech (3)** - Ring of Protection-A, Staff Defense-A, renown +1 Rod Pact Keeper-A. **Azoth (3)** - +1 Talon Longsword, Ring of Protection-A, Dragonguard. **Marwood (1)** - traded Amulet of Proof Against Detection and Location for Headband of Intellect-A, gained +1 Wand of the War Mage-A. **Aly'Dril Ken'Urden (2)** - Ring of Protection-A, Renown +1 Rapier. **Purchases**: zero stimulation of the local economy. **Resources Used**: **Marwood** - Potion Healing. **Aly** - Healing Potion x2 **Scribed Spells**: no one cheats on exams. **Trades**: no dodgy dealings. **Spellcasting Services**: no one sucked. **Downtime Training**: no good pupils. **Deaths and Defects**: they’re just born this way... **Pit of Destiny**: (last session's spellbook, Penelope 14, Drive 12, Grenmyr 9, Marwood 5.12.16, Aly 5.12.12, Melech 4). (this session's potions, Grenmyr 18, Aly 15, Marwood 11, Melech 10, ) **Potion of Healing** x3 (used, Grenmyr 18, Melech 10), Table A, U, tier 1+. The potion's red liquid glimmers when agitated. You regain 2d4+2 hit points when you drink this potion. **Mystery spellbook** (unopened). The book has black leather covers and sports a tiny, skull-shaped locking mechanism. **Laraelra Thundreth's spellbook** (Melech, only scriber) **L1**: *detect magic, mage armor, magic missile, shield, sleep*. **L2**: *gust of wind, magic weapon, misty step, suggestion*. **L3**: *counterspell, fireball, fly, sending, tongues*. **L4**: *greater invisibility, ice storm*. **L5**: *cone of cold*. **Found Infernal Puzzle Box**. Table BGDIA unique, U, tier 1+. An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. **Found Pipes of the Sewers**. Table F, U, A, tier 1+. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency.
**Date-Time**: 2020-05-31 18:32, Team E, session 4, 4 players. **Place**: Daddy Warbuxx's place. **DM**: Charlie Kong, DCI 2919109029. **DM Rewards**: Double Advancement taken. **Adventure**: DDHC-BGDiA Baldur's Gate Descent into Avernus, Ch 1. Left amputee Amrik Vanthampur to the vengeful whim of middle child, Mortlock Vanthampur, and Aly's steed to socialise past gate into Upper City using Melech the Thirsty Thurstwell Vanthampur Doppleganger. Persuaded Vanthampur Villa's guards and servants to seek an audience with the real Thirsty Thurstwell Vanthampur, master of imp familiar spies, and survived the infiltration against the defense of Vanthampur Villa, and its Terminator. **Time Lapsed**: short rested, 1d 0h (10am). **Progression**: +4h x20gp= +80/80gp (tier 1) 80/240gp (tier 2), **milestone locked to L3**. **Players (4)**: **Grenmyr Bonerener**17y male LN S7L3.2+0.4=3.99 Goliath Warlock Soldier 210+80/80=250gp (@Zekusmaximus#4844, DCI 1318694189). **Melech** 25y male CG -20DT S9L5.99+0 Half-Elf Fiend Warlock Tome Noble 485gp (@Krazak#3968, DCI ). **Marwood Lightspirit** 32y male CG S9L5.99+0= Scourge Aasimar Divine Sorcerer 4 Hexblade 1 Sage 250gp (Dolan#0729, DCI 4320728315). **Aly'Dril Ken'Urden** 23y male CG S9L6.99 Half-Drow Vengeance 5 Entertainer 780gp (Morjixxo#5021, DCI ). **Absent**: **Penelope Ralos** 32y female NG S9L3.2 Protector Aasimar Grave Cleric Acolyte Doomguide 159gp (@Phanpy Love#2060, DCI 7317159167). **Drive** 26y male CG S9L6.4 SCAG Feral Tiefling rebuilt to Eldritch Knight Emerald Enclave <440gp -less fighter starting equipment (@daye#2452, DCI 3113332340). **Magic Items**: **Drive (3)** Ring of Protection-A, dropped renown +1 Longbow, Dragonguard, gained Gwa’thern Faln-A, gained Ruby of the War Mage (Emerald)-A. **Grenmyr** XGE. **Melech (3)** - Ring of Protection-A, Staff Defense-A, renown +1 Rod Pact Keeper-A. **Azoth (3)** - +1 Talon Longsword, Ring of Protection-A, Dragonguard. **Marwood (1)** - traded Amulet of Proof Against Detection and Location for Headband of Intellect-A, gained +1 Wand of the War Mage-A. **Aly'Dril Ken'Urden (2)** - Ring of Protection-A, Renown +1 Rapier. **Purchases**: zero stimulation of the local economy. **Resources Used**: **Marwood** - Potion Healing. **Aly** - Healing Potion x2 **Scribed Spells**: no one cheats on exams. **Trades**: no dodgy dealings. **Spellcasting Services**: no one sucked. **Downtime Training**: no good pupils. **Deaths and Defects**: they’re just born this way... **Pit of Destiny**: (last session's spellbook, Penelope 14, Drive 12, Grenmyr 9, Marwood 5.12.16, Aly 5.12.12, Melech 4). (this session's potions, Grenmyr 18, Aly 15, Marwood 11, Melech 10, ) **Potion of Healing** x3 (used, Grenmyr 18, Melech 10), Table A, U, tier 1+. The potion's red liquid glimmers when agitated. You regain 2d4+2 hit points when you drink this potion. **Mystery spellbook** (unopened). The book has black leather covers and sports a tiny, skull-shaped locking mechanism. **Laraelra Thundreth's spellbook** (Melech, only scriber) **L1**: *detect magic, mage armor, magic missile, shield, sleep*. **L2**: *gust of wind, magic weapon, misty step, suggestion*. **L3**: *counterspell, fireball, fly, sending, tongues*. **L4**: *greater invisibility, ice storm*. **L5**: *cone of cold*. **Found Infernal Puzzle Box**. Table BGDIA unique, U, tier 1+. An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. **Found Pipes of the Sewers**. Table F, U, A, tier 1+. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency.