Show Log Entry
Adventure Title
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Session
1
1
Date Played
2025-01-06 20:00:00 UTC
2025-01-06 20:00:00 UTC
Levels Gained
GP +/-
100
100
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
1875234
1875234
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE (6) PeteZero - Hal - Ghostwise Halfling - Druid (Circle of the Moon) 6 - Emerald Enclave (9) Eike - Chiv - Eladrin - Archfey Warlock 9 - Golden Vault (9) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 9 (8) Raimundo_O - Captain Bugbeard - Bugbear - Fighter 2 Fiend Warlock 6 - none ------------------------------------------------------------------------------------------------------------------------------------------ Info: Wir kehrten in ein Gast haus ein das die Letzte Rast genannt wird. Wir stellten schnell fest das das Gasthaus ein kleines Ratten problem hat. Sylriel stellte fest das diese Ratten Inteligenter sind (Awakend). In der nacht schiftete das Gasthaus das auf einer Shadowlain gebaut wurde (Neben einen Friedhof in der nähe eines alten Schlachtfelds) ins Shadowfell. ------------------------------------------------------------------------------------------------------------------------------------------ verbraucht: Spell Scroll of Beacon of Hope ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 100gp 1x Tear of Selune (Gem of Brightness) 1x Undeath Poisen (Restorative Ointment (5 Charges) ------------------------------------------------------------------------------------------------------------------------------------------ Undeath Poisen (Restorative Ointment (5 Charges) Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. ------------------------------------------------------------------------------------------------------------------------------------------ Tear of Selune (Gem of Brightness) Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. - The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight: 1 This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Ageinst the Natural Order You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Aword:** Eternel Love You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door or window, with a wedding invitation. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** The Art of Transmutation Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again. (This story award has no mechanical advantage.) ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Last Rest Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate. (This Story Award has no mechanical advantage and is only for flavor) ------------------------------------------------------------------------------------------------------------------------------------------ **Stora Award:** An unending Story The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures. Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures) ------------------------------------------------------------------------------------------------------------------------------------------ Sarion´s Spare Helmet (Dreath Helm) Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? ------------------------------------------------------------------------------------------------------------------------------------------ "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. 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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again. ------------------------------------------------------------------------------------------------------------------------------------------ Raven Queen´s Neckles of Prayerbeads (6 Beads) Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE (6) PeteZero - Hal - Ghostwise Halfling - Druid (Circle of the Moon) 6 - Emerald Enclave (9) Eike - Chiv - Eladrin - Archfey Warlock 9 - Golden Vault (9) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 9 (8) Raimundo_O - Captain Bugbeard - Bugbear - Fighter 2 Fiend Warlock 6 - none ------------------------------------------------------------------------------------------------------------------------------------------ Info: Wir kehrten in ein Gast haus ein das die Letzte Rast genannt wird. Wir stellten schnell fest das das Gasthaus ein kleines Ratten problem hat. Sylriel stellte fest das diese Ratten Inteligenter sind (Awakend). In der nacht schiftete das Gasthaus das auf einer Shadowlain gebaut wurde (Neben einen Friedhof in der nähe eines alten Schlachtfelds) ins Shadowfell. ------------------------------------------------------------------------------------------------------------------------------------------ verbraucht: Spell Scroll of Beacon of Hope ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 100gp 1x Tear of Selune (Gem of Brightness) 1x Undeath Poisen (Restorative Ointment (5 Charges) ------------------------------------------------------------------------------------------------------------------------------------------ Undeath Poisen (Restorative Ointment (5 Charges) Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. ------------------------------------------------------------------------------------------------------------------------------------------ Tear of Selune (Gem of Brightness) Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. - The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight: 1 This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Ageinst the Natural Order You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Aword:** Eternel Love You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door or window, with a wedding invitation. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** The Art of Transmutation Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again. (This story award has no mechanical advantage.) ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Last Rest Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate. (This Story Award has no mechanical advantage and is only for flavor) ------------------------------------------------------------------------------------------------------------------------------------------ **Stora Award:** An unending Story The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures. Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures) ------------------------------------------------------------------------------------------------------------------------------------------ Sarion´s Spare Helmet (Dreath Helm) Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? ------------------------------------------------------------------------------------------------------------------------------------------ "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. 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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again. ------------------------------------------------------------------------------------------------------------------------------------------ Raven Queen´s Neckles of Prayerbeads (6 Beads) Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Raven Queen´s Neckles of Prayerbeads (6 Beads) | Rare | FR-DC-CTT Creepy Tavern Tales | true | ||
Raven Queen´s Neckles of Prayerbeads (6 Beads) Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. | |||||
"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) | Uncommon | FR-DC-CTT Creepy Tavern Tales | true | ||
"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. 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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again. | |||||
Sarion´s Spare Helmet (Dreath Helm) | Common | FR-DC-CTT Creepy Tavern Tales | true | ||
Sarion´s Spare Helmet (Dreath Helm) Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? |