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Adventure Title
SJ-DC-AFA-01 The Cold Gate (T2, 4h)
SJ-DC-AFA-01 The Cold Gate (T2, 4h)
Session
1
1
Date Played
2023-12-03 01:00:00 UTC
2023-12-03 01:00:00 UTC
Levels Gained
1
1
GP +/-
380
380
Downtime +/-
10.0
10.0
Location Played
DM Name
DM DCI Number
Notes
### Party (6) Madlech - Claw - Shifter - Bear Totem Barbarian (6) PetKola - Sinvallas Faeoldur - High-Elf - Abjuration Wizard 6 (9) Arikatzi020 - Ember Claw - Shifter - Path of the Beast Barbarian lvl 9 (5) Flammenklinge-Lilly-Fairy-Archfey Warlock - (2) - Schadow Sorcerer- (3) (7) happy - Lord Baros - Halfling (Lightfoot) - Inquisitive Rogue 7 ### Loot **Gold gained**: 3000/5 gp =600gp Gold **Gold spent**: 10gp for Find Familiar Materials, 4x50gp for Healing Potion; 10gp for a shield, = 220gp **Items gained**: Potion of Cold Resistance, Spell Scroll of Plant Growth, Potion of Hill Giant Strength -***Potion of Cold Resistance*** (Potion, uncommon) When you drink this potion, you gain resistance to cold damage for 1 hour. -***Potion of Hill Giant Strength***(Potion, uncommon) When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. -***Spell Scroll: Plant Growth***(Scroll, uncommon) A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Plant Growth: 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. **Items spent**: Potion of Healing **Spells copied**: - ### Plot Während euer Spelljammer in der Werft generalüberholt wird, hat euer Käpt’n die „geniale“ Idee gehabt, den Spelljammer Helm auszubauen, auf ein kleineres Schiff zu montieren und euch zu beauftragen, eine nette junge Dame mit ihren zwei schweigsamen Leibwächtern zum eisigen dritten Planeten des Systems zu bringen und ihr beim Finden eines Ortes zur Hand zu gehen. -> Ein phänomenales Abenteur in dem Sinvallas gemerkt hat, das sein angestrebter perfekter Schutz nur erreichbar ist, wenn er sich den neuen Perspektiven erschließt, die ihn der Wildspace gezeigt hat. ### Character Change: Wizard 6 -> Wizard 7 **New Spells:** Summon Fey & Banishment **HP:** 45 -> 45 +6 =51
### Party (6) Madlech - Claw - Shifter - Bear Totem Barbarian (6) PetKola - Sinvallas Faeoldur - High-Elf - Abjuration Wizard 6 (9) Arikatzi020 - Ember Claw - Shifter - Path of the Beast Barbarian lvl 9 (5) Flammenklinge-Lilly-Fairy-Archfey Warlock - (2) - Schadow Sorcerer- (3) (7) happy - Lord Baros - Halfling (Lightfoot) - Inquisitive Rogue 7 ### Loot **Gold gained**: 3000/5 gp =600gp Gold **Gold spent**: 10gp for Find Familiar Materials, 4x50gp for Healing Potion; 10gp for a shield, = 220gp **Items gained**: Potion of Cold Resistance, Spell Scroll of Plant Growth, Potion of Hill Giant Strength -***Potion of Cold Resistance*** (Potion, uncommon) When you drink this potion, you gain resistance to cold damage for 1 hour. -***Potion of Hill Giant Strength***(Potion, uncommon) When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. -***Spell Scroll: Plant Growth***(Scroll, uncommon) A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Plant Growth: 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. **Items spent**: Potion of Healing **Spells copied**: - ### Plot Während euer Spelljammer in der Werft generalüberholt wird, hat euer Käpt’n die „geniale“ Idee gehabt, den Spelljammer Helm auszubauen, auf ein kleineres Schiff zu montieren und euch zu beauftragen, eine nette junge Dame mit ihren zwei schweigsamen Leibwächtern zum eisigen dritten Planeten des Systems zu bringen und ihr beim Finden eines Ortes zur Hand zu gehen. -> Ein phänomenales Abenteur in dem Sinvallas gemerkt hat, das sein angestrebter perfekter Schutz nur erreichbar ist, wenn er sich den neuen Perspektiven erschließt, die ihn der Wildspace gezeigt hat. ### Character Change: Wizard 6 -> Wizard 7 **New Spells:** Summon Fey & Banishment **HP:** 45 -> 45 +6 =51
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Fireballs | Rare | on top of the book-shelf | true | ||
Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. | |||||
Rope of Mending | Common | true | |||
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. |