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Adventure Title
DDHC00-GSM-07 Tammeraut's Fate
DDHC00-GSM-07 Tammeraut's Fate
Session
1
1
Date Played
2022-12-24 03:16:00 UTC
2022-12-24 03:16:00 UTC
Levels Gained
GP +/-
1000
1000
Downtime +/-
10.0
10.0
Location Played
D&D Adventurers League Community DEUTSCH/GERMAN
D&D Adventurers League Community DEUTSCH/GERMAN
DM Name
Jannis D.
Jannis D.
DM DCI Number
33518
33518
Notes
**Play time:** 8 h **Character change:** add Feat Tough (new AL rule) Longbow to Thieves' tools (Customizing Your Origin) Longsword to Smith's tools (Customizing Your Origin) Shortbow to Herbalism kit (Customizing Your Origin) Shortsword to Disguise kit (Customizing Your Origin) **Saltmarsh Downtime Activity:** **Buying Magic Items** *Every character who completes a Saltmarsh Adventure is getting access to this.* Trader Xendros has taken on a business partnership with Fai Chen. She will gladly facilitate trades and sell magic items, but is unable to purchase magic items from the characters outright. To purchase randomly-rolled magic items characters must pay gold according to the chart above and 10 downtime days for Xendros’s services. The DM must make the roll for the randomly-determined items. Any character that pays the gold and downtime costs may keep any of the items Xendro’s finds for them. **To purchase a specific item (only Table F & Table G!), the character must pay gold according to the chart above and 30 downtime days for Xendros’s services.** **Xendros is unable to locate any magic items that grant a permanent stat boost.** AS this is a downtime activity found in an adventure it can only be performed **once per character**.
**Play time:** 8 h **Character change:** add Feat Tough (new AL rule) Longbow to Thieves' tools (Customizing Your Origin) Longsword to Smith's tools (Customizing Your Origin) Shortbow to Herbalism kit (Customizing Your Origin) Shortsword to Disguise kit (Customizing Your Origin) **Saltmarsh Downtime Activity:** **Buying Magic Items** *Every character who completes a Saltmarsh Adventure is getting access to this.* Trader Xendros has taken on a business partnership with Fai Chen. She will gladly facilitate trades and sell magic items, but is unable to purchase magic items from the characters outright. To purchase randomly-rolled magic items characters must pay gold according to the chart above and 10 downtime days for Xendros’s services. The DM must make the roll for the randomly-determined items. Any character that pays the gold and downtime costs may keep any of the items Xendro’s finds for them. **To purchase a specific item (only Table F & Table G!), the character must pay gold according to the chart above and 30 downtime days for Xendros’s services.** **Xendros is unable to locate any magic items that grant a permanent stat boost.** AS this is a downtime activity found in an adventure it can only be performed **once per character**.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Free Action | Rare | true | |||
Ring, major tier, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. | |||||
Breastplate +1(Medium Armor) | Rare | true | |||
Medium armor, major tier, rare 20 lb. AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. | |||||
Spell Scroll: Speak with Plants | Uncommon | true | |||
3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. | |||||
Spell Scroll: Gust of Wind | Uncommon | true | |||
2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. | |||||
Spell Scroll: Control Water | Rare | true | |||
4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. | |||||
Crossbow Bolts +2 (12 Bolts) | Rare | true | |||
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. | |||||
Helm of Underwater Action | Uncommon | true | |||
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. | |||||
Folding Boat | Rare | true | |||
Wondrous item, minor tier, rare 4 lb. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. | |||||
Metal Baton with Continual Flame | Unique | false | |||
Continual Flame Enchantment: A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |