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Adventure Title
CCC-BFG 01-02 Secrets of the Moon
Session
1
Date Played
2022-08-07 13:30:00 UTC
Levels Gained
GP +/-
235
Downtime +/-
9.0
Location Played
Roll20
DM Name
Klaus K.
DM DCI Number
#4320812635
Notes
--------------------------------------------------------------------------------------------------------------------------------------- Teilnehmer: (10) thebaconing - Sprout - Fairy - Fighter 10 (05) Norgai - Tad Cooper - Lizardfolk - Ascendant Dragon Monk 5 - Lords Alliance (10) Arikarzi020 - Raya Ligthshield - Aasimar - Paladin of the Crown lvl9, Divine SoulSocerer lvl 1 - OotG (10) Carsten G. - Madion Spireforge - Duergar - Artificer 10 - none (06) Maluku Seito - Incandia - Tiefling - Wildfire Druid 6 - EE (09) MalteS - Nerida - Fairy - Bard 7/Warlock 2 (06) Pet_Kola - Fengor - Halb-Orc - Barbarian (Path of Storm Herald) 6 - none --------------------------------------------------------------------------------------------------------------------------------------- Forschungsnotizen zur Valen-Karte Die Karte zeigt die wichtigsten Städte an der Nordküste von Moonsea, darunter: Phlan, Meluvant, Thentia und Hulburg. Ebenfalls auf der Karte ist die Stadt Glister, weit nördlich über Thar. Außerdem zeigt die Karte den Ort, an dem sich meiner Meinung nach eine uralte Orkstadt namens Grazzeth befand (der Volksmund sagt, dass der Name längst vergessen ist und dass die Überreste der Bewohner wieder auferstehen und gegen Thentia marschieren würden, wenn der Name jemals wieder ausgesprochen würde!), sowie die Ruinen der Seewelle. Einst eine Kolonie von Thentia vor vielen Jahren, die verlassen und von Orks überrannt wurde. Die Markierung etwas außerhalb von Hulburg ist sicher die Ruine der Abtei von Rosestone, einem Ort, der einst Amaunator heilig war. Das X direkt östlich des kleineren Sees ist der Knochenturm? Es gibt nur wenige Informationen über diesen Ort. Bei dem X in den Hügeln handelt es sich meiner Meinung nach um Fangjaw Hold, eine Festung für einen Ogerklan, der als Skullsmasher bekannt ist. Ihr Anführer soll unbarmherzig sein und durch einen magischen Hammer mächtig geworden sein. Das X im Norden und Westen heißt, glaube ich, Bloodskull Keep. Eine Festung des Orkstammes der Blutschädel. Anscheinend haben sie ihren Namen von dem Brauch, die Schädel ihrer besiegten Feinde zu färben und sie an der Wand ihrer Festung anzubringen! Die Mark, die am weitesten südlich und westlich liegt, ist wahrscheinlich die Ruine der Zitadelle Ankhalus, die anscheinend eine Festung einer Gruppe von Zauberern war. Der Bergfried wurde in einer Schlacht mit mächtiger Magie völlig zerstört. --------------------------------------------------------------------------------------------------------------------------------------- From the forgotten halls of the savage kings to the grinning face of red dead embrace Draw your sight from the halls of skulls macher night, to the keep layed low by arcane light The mark leads to the grey but search below down dark and deep Lost you are without her sight. Lost you are without her sight. True, this burden i leave to you --------------------------------------------------------------------------------------------------------------------------------------- What Do They Want? Sie ist besorgt über die Bedeutung des Artefakts, das in Cassius' Herrenhaus gefunden wurde. Die Berichte über den Pakt seiner Frau belasten Miri sehr, da Cassius einst ein enger Freund war. Sie möchte wissen, was das Artefakt bewirkt und ob die Anhänger von Shar in der Region aktiv sind. Wenn ja, möchte sie wissen, was sie planen. Miri macht sich auch Sorgen um das Schicksal von Cassius; sie glaubt, dass die Antworten auf diese Fragen durch die Karte offengelegt werden. --------------------------------------------------------------------------------------------------------------------------------------- diese alten Königreiche wurden zwar besiegt, aber Prophezeiungen beschreiben, dass die Nachkommen dieser Herrscher eines Tages den Ruhm von Thar zurückbringen werden. Diese Nachkommen werden als die Kar-Tharsu beschrieben. --------------------------------------------------------------------------------------------------------------------------------------- Loot: --------------------------------------------------------------------------------------------------------------------------------------- Deck of Illusions Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 Playing Card Illusion 1 King of hearts Knight and four guards 2 Ten of hearts Cloud Giant 3 Nine of hearts Ettin 4 Ace of diamonds Beholder 5 King of diamonds Archmage and mage Apprentice 6 Queen of diamonds Night Hag 7 Jack of diamonds Assassin 8 Ten of diamonds Fire giant 9 Eight of diamonds Gnoll 10 Jokers (2) You (the deck's owner) 11 Ace of spades Lich 12 King of spades Priest and two acolytes 13 Jack of spades Veteran 14 Ten of spades Frost Giant 15 Nine of spades Troll 16 Eight of spades Hobgoblin 17 Two of spades Goblin 18 Ace of clubs Iron Golem 19 King of clubs Bandit Captain and three bandits 20 Queen of clubs Erinyes 21 Nine of clubs Ogre 22 Eight of clubs Orc 23 Two of clubs Kobold --------------------------------------------------------------------------------------------------------------------------------------- -1 Downtime für Find Steed 1 Diamanten gekauft -300 gp****

Magic Items

Name Rarity Location Table Result Counts?
Deck of Illusions Uncommon CCC-BFG 01-02 Secrets of the Moon true
Deck of Illusions Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 Playing Card Illusion 1 King of hearts Knight and four guards 2 Ten of hearts Cloud Giant 3 Nine of hearts Ettin 4 Ace of diamonds Beholder 5 King of diamonds Archmage and mage Apprentice 6 Queen of diamonds Night Hag 7 Jack of diamonds Assassin 8 Ten of diamonds Fire giant 9 Eight of diamonds Gnoll 10 Jokers (2) You (the deck's owner) 11 Ace of spades Lich 12 King of spades Priest and two acolytes 13 Jack of spades Veteran 14 Ten of spades Frost Giant 15 Nine of spades Troll 16 Eight of spades Hobgoblin 17 Two of spades Goblin 18 Ace of clubs Iron Golem 19 King of clubs Bandit Captain and three bandits 20 Queen of clubs Erinyes 21 Nine of clubs Ogre 22 Eight of clubs Orc 23 Two of clubs Kobold