Show Log Entry

Adventure Title
PS-DC-GG-01 Fatebreakers
Session
Date Played
2025-05-22 23:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
Roll20
DM Name
Ellie
DM DCI Number
/
Notes
# Loot - GP Session length, Service Reward Hours, GP, Advancement, Downtime Days: 1. 4 hours played. 2. 100,000 GP total; 20,000 GP per person. 3. Advancement if you wish. 4. 10 downtime days earned for playing in this adventure. Magic Items: 1. Wise Retreat (Rod of Security) > While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. > For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). > When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed. > This rod has the Wicked property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. > Flavor Text: "This blue-green staff set with a red tourmaline is a treasure from Oghma, the Lord of Knowledge. Bearers of this rod seem to always feel a heightened sense of self-interest while holding this item." 2. Clockwork Amulet > Wondrous Item, common > This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. > Flavor Text: "This amulet has the Language property: The bearer can speak and understand Modron while the item is on the bearer's person." 3. Potion of Heroism > Potion, rare > When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). > This potion’s blue liquid bubbles and steams as if boiling. 4. Potion of Invulnerability > Scroll, rare > For 1 minute after you drink this potion, you have Resistance to all damage. > This potion’s syrupy liquid looks like liquefied iron. Story Awards: 1. FATE BROKEN > You were successful in your attempt to restore free will to everyone in the realm and Absolute Truth. This experience may have given you a new perspective on the nature of people’s command over destiny, or reinforced what you already believed to begin with. 2. Fate Sealed > You were unsuccessful in your attempt to restore free will to everyone in the realm and Absolute Truth has taken complete hold of the multiverse. Savras has removed all memories of your ordeal, and for all intents and purposes, nothing has changed for you as you continue your career. However, you can’t shake the feeling that things seem to have always been fated to be that way. Are you really, truly in control of your fate? Other Rewards: 1. Charm of the Fates > Charm > You can tug on the threads of fate to tweak circumstance in your favor. After you make an ability check, an attack roll, or a saving throw, you can roll a d10 and add it to the total, potentially turning failure into success. Once used three times, the charm vanishes from you. This charm can be found in the BoMT, page 62.