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Adventure Title
DDAL05-17 Hartkillers Horn
Session
1
Date Played
2025-08-09 19:00:00 UTC
Levels Gained
GP +/-
640
Downtime +/-
10.0
Location Played
Harts Vale
DM Name
Boerns2010
DM DCI Number
Notes
**Consumables:** + potion of greater healing + potion of Cold resistance DDAL05-17 Downtime Activity: Gratitude of Hartkiller You have claimed the divine spark of the Beast of Talos for Hartkiller and outfitted him for his battle with Jarl Ryndölg. In doing so you have writ your name into his legend. You may choose to spend 50 downtime days spreading word of your and Hartkiller's inspired deeds in Hartsvale. Upon doing so, you gain the benefit of the Gratitude of Hartkiller story award. This downtime activity may only be performed once. DDAL05-17 Story Award: Gratitude of Hartkiller In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award. **Remaining Consumables:** + 3 Potion of superior healing + 7 Potion of greater healing + 11 Potion of healing + Potion of Climbing + 1x Potion of Greater Healing (4d4+4) + 1x Potion of Flying + 1x Potion of Mind Reading + Potion of fire giant strength + 11 Healers Kit + 1x Antitoxin + 2 Dust of Disappearance + 2 Alchemists fire + 3 Smiths Tools + 2 Tinker Tools + spell scroll of magic weapon + potion of giant strength (hill) + potion of Cold resistance + Spell Scroll of Fear + Spell Scroll of Hold Person + Spell Scroll of Minor Elementals + Spell Scroll of Dispell Magic +Spell Scroll of Magic Mouth + Spell Scroll of Protection from Fiends + Spell scroll antilife Shell

Magic Items

Name Rarity Location Table Result Counts?
Dagger of Venom Rare Harts Vale true
Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.