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Adventure Title
BMG-MOON-MD-02 The Tarthwood Curse
Session
Date Played
2024-10-19 22:30:00 UTC
Levels Gained
GP +/-
-1250
Downtime +/-
10.0
Location Played
DM Name
Boerns2010
DM DCI Number
12131415
Notes
**Spieler** (10) Echo - Fin Cinderflower - Ghostwise Halfling - Moon Druid 10 - Emerald Enclave (8) C0ldW0lf - Thommy McGee - Human - Glamour Bard 8 - Zenth (10) I_never_exist - Ulgier - Kobold - Path of the Giant Barbarian 10 (8) Eisenbrei - Mersilia Kerynkyre - Shadar-Kai - Fighter 8 **Consumables** *Oil of Etherealness* Potion, rare Stored in a simple clay jar stamped with the words “Ghost Juice,” this freebie from Dilwyn’s ale-and-potion shop could use a rebranding. Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. Weight: 0.5 *Potion of Growth* Potion, uncommon Repackaged in an ornamental perfume bottle and wrapped in scraps of silk ribbon, this potion is a token of goodwill from a well-intentioned baroness-to-be. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Weight: 0.5 *Potion of Poison* Potion, uncommon This liquid is held within a pretty glass bottle, and sports a parchment tag held in place by strong twine. The tag reads “Healing Potion. Perfectly Safe.” This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Weight: 0.5 Adventure reward GP: 1250 Bought: 5x Potion of Superior Healing -2500GP Used: 2Potions

Magic Items

Name Rarity Location Table Result Counts?
Cloak of the Bat Rare true
Wondrous item, rare (requires attunement) This black cloak is slightly tattered, and has a strong scent of mushrooms and mildew, despite its otherwise clean appearance While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Pot of Awakening Common true
Wondrous item, common The rim of this clay planter is decorated with shapes of bats, mushrooms, and snakes. An inscription on the bottom reads “Property of Tywyll Greenclaw.” If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.