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Adventure Title
DDHC-DD-03 The Will of Orcus
Session
1
Date Played
2025-11-20 22:00:00 UTC
Levels Gained
GP +/-
662.5
Downtime +/-
10.0
Location Played
Roll20
DM Name
JinxedBear
DM DCI Number
982345456
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4 (4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4 (4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None (4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none ------------------------------------------------------------------------------------------------------------------------------------------ Info: Nezzarum der Silberdrache hilft uns gegen die Orcusanbeter. ------------------------------------------------------------------------------------------------------------------------------------------ Wir werden beauftragt von einen Wirt dessen Eltern wohl mal abenteuer waren die Orcusanbeter die sich wieder im Tempel in den nahen bergen eingenistet haben zu vertreiben (auszuräuchern). Er scheint ein Aasimar zu sein und sorgt sich um das Dorf und seine Bewohner. ------------------------------------------------------------------------------------------------------------------------------------------ gekauft: 662,5gp 1x Clothing, cold weather -10gp ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 1x Spell Scroll of Revivify 1x Spell Scroll of Fog Cloud ------------------------------------------------------------------------------------------------------------------------------------------ Necklace of Adaptation Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition. ------------------------------------------------------------------------------------------------------------------------------------------ Whip +1 Weapon (Whip), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. ------------------------------------------------------------------------------------------------------------------------------------------ Sylvan Talon Shortsword Weapon (Shortsword), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------------------------------------------------------------------ Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. ------------------------------------------------------------------------------------------------------------------------------------------ Studded Leather Enspelled Armor (Shield) Armor (Studded Leather), Uncommen (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table. ------------------------------------------------------------------------------------------------------------------------------------------ Instrument of Scribing (Lyre) Wondrous Item, Common This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours. ------------------------------------------------------------------------------------------------------------------------------------------ Decanter of Endless Water Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser. ------------------------------------------------------------------------------------------------------------------------------------------ Nature's Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. ------------------------------------------------------------------------------------------------------------------------------------------ Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand. ------------------------------------------------------------------------------------------------------------------------------------------ Pearl of Power Wondrous Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ Slumbering Dragon's Wrath Shortsword (Silverdragon) Weapon (Shortsword), uncommon (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in. ------------------------------------------------------------------------------------------------------------------------------------------ Slumbering Dragon-Touched Focus (Amulet) Wondrous item, uncommon (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons. ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Necklace of Adaptation Uncommon DDHC-DD-03 The Will of Orcus true
Necklace of Adaptation Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Whip +1 Uncommon DDHC-DD-03 The Will of Orcus true
Whip +1 Weapon (Whip), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Sylvan Talon Shortsword Common DDHC-DD-03 The Will of Orcus true
Sylvan Talon Shortsword Weapon (Shortsword), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.
Clockwork Amulet Common DDHC-DD-03 The Will of Orcus true
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.
Horn of Silent Alarm Common DDHC-DD-03 The Will of Orcus true
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
Studded Leather Enspelled Armor (Shield) Uncommon DDHC-DD-03 The Will of Orcus true
Studded Leather Enspelled Armor (Shield) Armor (Studded Leather), Uncommen (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.
Instrument of Scribing (Lyre) Common DDHC-DD-03 The Will of Orcus true
Instrument of Scribing (Lyre) Wondrous Item, Common This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.
Decanter of Endless Water Uncommon DDHC-DD-03 The Will of Orcus true
Decanter of Endless Water Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
Nature's Mantle Uncommon DDHC-DD-03 The Will of Orcus true
Nature's Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Gloves of Missile Snaring Uncommon DDHC-DD-03 The Will of Orcus true
Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Pearl of Power Uncommon DDHC-DD-03 The Will of Orcus true
Pearl of Power Wondrous Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.
Slumbering Dragon's Wrath Shortsword Uncommon DDHC-DD-03 The Will of Orcus true
Slumbering Dragon's Wrath Shortsword (Silverdragon) Weapon (Shortsword), uncommon (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.
Slumbering Dragon-Touched Focus (Amulet) Uncommon DDHC-DD-03 The Will of Orcus true
Slumbering Dragon-Touched Focus (Amulet) Wondrous item, uncommon (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.