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Adventure Title
DDHC00-GSM-7: Tammraut's Fate
Session
Date Played
2023-01-17 19:00:00 UTC
Levels Gained
1
GP +/-
1437.5
Downtime +/-
5.0
Location Played
Roll20
DM Name
thebaconing
DM DCI Number
4320843938
Notes
# Story Awards Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar. **Virgil’s Trust.** For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of Hatred. **Research.** The character must spend time researching the nature of familiars that have bonded with new masters. When the character feels ready, they must succeed on a DC 15 Intelligence (Arcana) check. The DC for this check is reduced by 1 (to a minimum DC of 10) for each day the character spent in research beforehand. **Casting the Spell.** The character must have Virgil present for the casting of find familiar. They must burn twice the normal amount of material components to complete the restoration of the gull. **Success.** If the characters end the threat posed by the drowned ones, Virgil is indebted to them for avenging his former master. The bird follows the group and does what it can to help. It can warn of danger, carry notes or messages, and so forth. Use the stat block for a hawk, but increase its Intelligence to 9. ### Used Story Award **used 5 DT to reduce the DC to 10** Rolled for **Success** (Rolled 10 -1*intelligence mod* +1*Guidance from Rafiel*) used **2x Find Familiar Kit** to Summon Virgil # Loot - 1437,5 GP - - 1 Potion of Superior Healing (used) - Brooch of Shielding - Quaal’s feather token (anchor) - Helm of Underwater Action (Dolphins) - Ring of Free Action - Immovable Rod - Folding Boat - Bag of Holding - +1 Breastplate - Charm of Plant Command - 3x Oil of Slipperiness - 3x Potion of Water Breathing - 6x Pressure Capsule - Torch with Continual Flame cast on it - Scroll gust of wind - Scroll of speak with animals - Scroll of speak with plants - Scroll of control water # Level 10 (Paladin 10) **Class**: Paladin **HP**: +8 **Features**: Aura of Courage

Magic Items

Name Rarity Location Table Result Counts?
🗹 (UC/AT) Brooch of Shielding Uncommon DDHC00-GSM-7: Tammraut's Fate true
Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
☐ (R) Quaal’s feather token (anchor) Rare DDHC00-GSM-7: Tammraut's Fate false
Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
☐ (UC/AT) Helm of Underwater Action (Dolphins) Uncommon DDHC00-GSM-7: Tammraut's Fate false
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. There are Dolphins jumping drawn on the helmet.
☐ (R/AT) Ring of Free Action Rare DDHC00-GSM-7: Tammraut's Fate false
Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ (UC) Immoveable Rod Uncommon DDHC00-GSM-7: Tammraut's Fate false
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
🗹 (R) Folding Boat Rare DDHC00-GSM-7: Tammraut's Fate true
Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an Action to speak it. One Command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium Creatures comfortably. The second Command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium Creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third Command word causes the folding boat to fold back into a box, provided that no Creatures are aboard. Any Objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.
🗹 (UC) Bag of Holding Uncommon DDHC00-GSM-7: Tammraut's Fate true
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
🗹 (R) +1 Breastplate Rare DDHC00-GSM-7: Tammraut's Fate true
☐ (R/AT) Charm of Plant Command Rare DDHC00-GSM-7: Tammraut's Fate false
Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak with Plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day.