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Adventure Title
DDHC-RotF 05 - Auril's Abode
DDHC-RotF 05 - Auril's Abode
Session
Date Played
2025-03-14 19:40:00 UTC
2025-03-14 19:40:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
Loot: 1,350 gp, 4,400 sp, and 7,800 cp Four gold rings sized for giants (150 gp each) A giant-sized shield made of white dragon scales (impressive but worthless) A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp) - An alchemy jug An electrum chain with a bloodstone pendant (250 gp) A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp) A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling Vassavicken's Greataxe (Berserker Axe) Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. Trident +2 Weapon (trident), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. 3x Antitoxin 1x Holy Water Mithral Armor Armor (chain mail), uncommen Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Quiver of Ehlonna Wondrous item, uncommon 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. Gray Bag of Tricks (again...) Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Loot: 1,350 gp, 4,400 sp, and 7,800 cp Four gold rings sized for giants (150 gp each) A giant-sized shield made of white dragon scales (impressive but worthless) A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp) - An alchemy jug An electrum chain with a bloodstone pendant (250 gp) A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp) A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling Vassavicken's Greataxe (Berserker Axe) Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. Trident +2 Weapon (trident), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. 3x Antitoxin 1x Holy Water Mithral Armor Armor (chain mail), uncommen Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Quiver of Ehlonna Wondrous item, uncommon 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. Gray Bag of Tricks (again...) Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.