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Adventure Title
DDHC-RotF 05 - Auril's Abode
DDHC-RotF 05 - Auril's Abode
Session
31
31
Date Played
2025-02-28 21:30:00 UTC
2025-02-28 21:30:00 UTC
XP Gained
GP +/-
Downtime +/-
10.0
10.0
Renown
Missions
Location Played
Roll20
Roll20
DM Name
Bramymond
Bramymond
DM DCI Number
none
none
Notes
# Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric # Loot: **3x Antitoxin 1x Holy Water** **Mithral Armor** *Armor (chain mail), uncommen* **Mithral:** Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. **Quiver of Ehlonna** *Wondrous item, uncommon* Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. **Gray Bag of Tricks** *(again...)* *Wondrous Item, Uncommon* This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. **1d8** Creature **1** Weasel **2** Giant Rat **3** Badger **4** Boar **5** Panther **6** Giant Badger **7** Dire Wolf **8** Giant Elk # Story: **Quest - The Dark Ducchess**
# Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric # Loot: **3x Antitoxin 1x Holy Water** **Mithral Armor** *Armor (chain mail), uncommen* **Mithral:** Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. **Quiver of Ehlonna** *Wondrous item, uncommon* Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. **Gray Bag of Tricks** *(again...)* *Wondrous Item, Uncommon* This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. **1d8** Creature **1** Weasel **2** Giant Rat **3** Badger **4** Boar **5** Panther **6** Giant Badger **7** Dire Wolf **8** Giant Elk # Story: **Quest - The Dark Ducchess**
Players
Player | Character |
---|---|
Beru Chillwind Akannathi | |
C0ldW0lf | (HC) Aerlyn Fuyu |
Skalli "Frostgaze" | |
Frederic Thole | Elric der Luskaner |
Osric Whisperwoods |