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Adventure Title
DDHC-TOA-13 - The Risen Mists
DDHC-TOA-13 - The Risen Mists
Tier
3
3
Session
1
1
Date Played
2018-10-27 14:00:00 UTC
2018-10-27 14:00:00 UTC
ACP
4
4
TCP
4
4
GP +/-
-250
-250
Downtime
10.0
10.0
Renown
1.0
1.0
Location Played
Roll20
Roll20
DM Name
Robert Naumann
Robert Naumann
DM DCI Number
6115086233
6115086233
Notes
**Slowprogression** 10 flaschen holy water gekauft -250gp Scroll of Identify used Potion of Clairvoyance bekommen Potion of Invisibility benutzt Escape the Mists Story Award! "You are free of the Demiplane of Dread and may remove the Demiplane of Dread story award. If you later return to Ravenloft, you regain the story award again and must find a new way out."
**Slowprogression** 10 flaschen holy water gekauft -250gp Scroll of Identify used Potion of Clairvoyance bekommen Potion of Invisibility benutzt Escape the Mists Story Award! "You are free of the Demiplane of Dread and may remove the Demiplane of Dread story award. If you later return to Ravenloft, you regain the story award again and must find a new way out."
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Quiver of Ehlonna | Uncommon | Attack of the Poison Dusk; Captain's Body | F | true | |
Quiver of Ehlonna Wondrous Item, Major, Uncommon Table F, Tier 1-4, 16 TCP Weight: 2 lbs. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. | |||||
Staff of the Woodlands | Rare | Mad Druid Sanctum Tempel | G | true | |
Staff of the Woodlands Staff, Major, Rare (Requires Attunement by a Druid) Table G, Tier 2-4, 20 TCP Weight: 4 lbs. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. | |||||
Heward's Handy Haversack | Rare | Untergeschoss Tempel | C | true | |
Heward's Handy Haversack Wondrous Item, Minor, Rare Table C, Tier 1-4, 8 TCP Weight: 5 lbs. This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. | |||||
Keoghtom's Ointment | Uncommon | Votaran | B | true | |
Keoghtom's Ointment Wondrous Item, Minor, Uncommon Table B, Tier 1-4, 8 TCP This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. | |||||
Spare | Legendary | Votaran | I | true | |
Spare Martial Weapon (Longsword), Melee Weapon, Major, Legendary (Requires Attunement by a Creature of Non-Evil Alignment) Table I, Tier 3-4, 24 TCP Damage: 1d8 slashing Properties: versatile (1d10) Weight: 3 lbs. Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. It has all of the properties of a flame tongue. Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Drow. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flame tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare will openly berate the wielder. If such an even happens more than twice in a row, the sword will use its vicious mockery ability upon the wielder itself. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. Though the sword insisted on being called "Fire of Destiny", Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare". Flame Tongue. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |