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Adventure Title
CCC-ARCON01-01 Forest Song
CCC-ARCON01-01 Forest Song
Session
1
1
Date DMed
2023-01-19 20:15
2023-01-19 20:15
Session Length (Hours)
8
8
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
Character to Apply Rewards
Notes
--------------------------------------------------------------------------------------------------------------------------------------- Teilnehmer: (4) I_never_exist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none (3) Raimundo_O - GR4-C- Autognome- Druid 3 - none (2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2 (4)Trava - Nuala - Haregon - Druid 4 (4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu --------------------------------------------------------------------------------------------------------------------------------------- Magic Items gelootet: gesammt 500gp 100 gp pro Spieler verteilt --------------------------------------------------------------------------------------------------------------------------------------- Adventur Vorbereitung: +2 Stunde Safety Tools: +1 Stunde Mentoring New Players: +2 Stunde Total Playtime 5 Stunden --------------------------------------------------------------------------------------------------------------------------------------- Boots of False Tracks Wondrous Item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. --------------------------------------------------------------------------------------------------------------------------------------- Immovable Rod 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. ---------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------- Teilnehmer: (4) I_never_exist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none (3) Raimundo_O - GR4-C- Autognome- Druid 3 - none (2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2 (4)Trava - Nuala - Haregon - Druid 4 (4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu --------------------------------------------------------------------------------------------------------------------------------------- Magic Items gelootet: gesammt 500gp 100 gp pro Spieler verteilt --------------------------------------------------------------------------------------------------------------------------------------- Adventur Vorbereitung: +2 Stunde Safety Tools: +1 Stunde Mentoring New Players: +2 Stunde Total Playtime 5 Stunden --------------------------------------------------------------------------------------------------------------------------------------- Boots of False Tracks Wondrous Item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. --------------------------------------------------------------------------------------------------------------------------------------- Immovable Rod 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. ---------------------------------------------------------------------------------------------------------------------------------------