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Adventure Title
DDHC-SKT Storm King’s Thunder - Chapter 9
DDHC-SKT Storm King’s Thunder - Chapter 9
Session
20
20
Date DMed
2022-06-21 02:17
2022-06-21 02:17
Session Length (Hours)
3
3
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
Character to Apply Rewards
Notes
21/06/2022 - SKT Chapter 9- Session 20 - Tilarna, Tullius, Gnak Gnak, Meek, Kushten Solved the Evermoors troll problem for the village of Calling Horns for the leader named Tamalin. Broke into the cloud giant castle in the sky and 'confiscated' some magic items. Met a cloud giant who wanted to escort you to his sister but it all kicked off when he noticed the missing items. Session ended 4 rounds after alarm first raised. Currently fighting Helmed Horrors x 2 and some blue Aarokocra guards who just arrived. Count Thullen the Cloud giant escaped down the stairs. Rewards: Magic Items: Instrument of the bards (Anstruth Harp), Banner of the Krig Rune.
21/06/2022 - SKT Chapter 9- Session 20 - Tilarna, Tullius, Gnak Gnak, Meek, Kushten Solved the Evermoors troll problem for the village of Calling Horns for the leader named Tamalin. Broke into the cloud giant castle in the sky and 'confiscated' some magic items. Met a cloud giant who wanted to escort you to his sister but it all kicked off when he noticed the missing items. Session ended 4 rounds after alarm first raised. Currently fighting Helmed Horrors x 2 and some blue Aarokocra guards who just arrived. Count Thullen the Cloud giant escaped down the stairs. Rewards: Magic Items: Instrument of the bards (Anstruth Harp), Banner of the Krig Rune.
Magic Items
Character | Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|---|
Anstruth Harp (Instrument of the Bards) | Rare | DDHC-SKT Storm King’s Thunder - Chapter 9 | true | |||
Wondrous item, Instrument, very rare (requires attunement by a bard) Major tier 2 lb. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. | ||||||
Banner of the Krig Rune | Rare | DDHC-SKT Storm King’s Thunder - Chapter 9 | true | |||
Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. |