Show Log Entry

Adventure Title
CCC-Tarot-01 Awakening of Fates
Session
1
Date Played
2024-10-26 15:00:00 UTC
Levels Gained
2
GP +/-
162.5
Downtime +/-
0.0
Location Played
DM Name
DM DCI Number
Notes
# Teilnehmer: (1) Kiri - Justin "Justiciar" Ambershield - Human - Cleric 1 (1) Marcelinho700 - Lucis - Tiefling - Sorcerer 1 (1) Lamianyu - Myranda Blacksilver - High Elf - Paladin 1 (1) Bramymond - Serenoa Wolffort - Human - Fighter 1 # Loot: **250gp** **2x Potion of Healing** (2d4+2) **Ordine Sage’s Robes** (Robe of Useful Items) *Wondrous Item, Uncommon* This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has the following patches: *Bag of 100 GP, Dagger, Mirror, Pole, Rope (coiled), Sack, Riding Horse with a Riding Saddle, 4 Potions of Healing, Spell Scroll: Detect Magic* This robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. # Story Awards: **Touched by the Fates.** Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved. **Tarot of Fate (Inverted Devil).** You have proven to some higher power that you, unlike other mortals, are able to resist temptation. You have earned the blessing of the Ordinances # Character Changes: **Level up - Fighter: The Champion Level 3** Used Downtime: Catching up (-10 DT) **Level 2: Action Surge** You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.n. **Level 2: Tactical Mind** You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended. **Level 3: Improved Critical** Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. **Level 3: Remarkable Athlete** Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Magic Items

Name Rarity Location Table Result Counts?
Ordine Sage’s Robes Uncommon CCC-Tarot-01 Awakening of Fates true
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has the following patches: Bag of 100 GP, Dagger, Mirror, Pole, Rope (coiled), Sack, Riding Horse with a Riding Saddle, 4 Potions of Healing, Spell Scroll: Detect Magic This robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen.