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Adventure Title
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Session
1
1
Date Played
2024-09-27 21:00:00 UTC
2024-09-27 21:00:00 UTC
Levels Gained
1
1
GP +/-
1667
1667
Downtime +/-
10.0
10.0
Location Played
Gasthaus zur ewigen Ruhe
Gasthaus zur ewigen Ruhe
DM Name
Echo
Echo
DM DCI Number
Notes
**Charm of Nine Lives** When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.
**Charm of Nine Lives** When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Dread Helm | Common | Gasthaus zur ewigen Ruhe | true | ||
Source: Xanathar's Guide to Everything Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan | |||||
Raven Queens Necklace of Prayer Beads (6 Beads) | Rare | Gasthaus zur ewigen Ruhe | true | ||
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 Windwalk 2 Greater Restoration 2 Bless 1 Planar Ally Minor Property: Harmonios. This Item only needs 1 Minute to attune to it. | |||||
Deck of Illusions (28 Cards) | Uncommon | Gasthaus zur ewigen Ruhe | true | ||
Source: Dungeon Master's Guide 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. |