Show Log Entry
Adventure Title
PO-BMG-MOONEP-POB-01 Something Ancient
PO-BMG-MOONEP-POB-01 Something Ancient
Session
Date Played
2024-07-21 08:00:00 UTC
2024-07-21 08:00:00 UTC
Levels Gained
GP +/-
1000
1000
Downtime +/-
10.0
10.0
Location Played
DM Name
Agham
Agham
DM DCI Number
Notes
Level up option +10 dtd +1,000 gp Story Awards Oath to the Ancient Crown. You have proven yourself a worthy friend to the first High Queen of the Ffolk and have received a cork band with the engravings of a crowned bear. Occasionally, she appears to you in dreams, though it's hard to know if it's her gift or the lingering impression of her beauty. ELEMENTAL GEM (EMERALD) Wondrous Item, uncommon This gem is the color of the depths of the ocean, full of algae and teeming with life. In it’s depths swirl what almost look like eyes before vanishing. This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. DECK OF ILLUSIONS Wondrous Item, uncommon The backs of these cards are of a woman with gold hair with her finger to her lips as if she’s asking you to keep a secret. This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. For this adventure, players get the following 6 cards: (8 of clubs) Orc (2 of clubs) Kobold (8 of hearts) Bugbear (2 of hearts) Goblin (9 of clubs) Ogre (Ace of spades) Lich ROBE OF USEFUL ITEMS Wondrous Item, uncommon The robe is a deep midnight blue with black patches, each a different size and shape. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an 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 two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. For this adventure, players get the following 10 patches: 1. Window - (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 2. (2) A riding horse with saddle bags 3. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 4. Portable ram 5. 10 gems worth 100gp each 6. Wooden ladder (24 feet long) 7. Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 8. (2) Bag of 100 gp DEEP’S FURY (BOW OF CONFLAGRATION) Weapon (any bow), rare (requires attunement) This bow feels cold to the touch and is covered in whorls and ripples of blue flames that erupt when it is drawn and ignite the ammunition fired from it. Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. WAND OF CONDUCTING Wand, common A beautiful filigree wand that ends in a handle of a unicorn and produces a soft chime when waved in the air. This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Level up option +10 dtd +1,000 gp Story Awards Oath to the Ancient Crown. You have proven yourself a worthy friend to the first High Queen of the Ffolk and have received a cork band with the engravings of a crowned bear. Occasionally, she appears to you in dreams, though it's hard to know if it's her gift or the lingering impression of her beauty. ELEMENTAL GEM (EMERALD) Wondrous Item, uncommon This gem is the color of the depths of the ocean, full of algae and teeming with life. In it’s depths swirl what almost look like eyes before vanishing. This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. DECK OF ILLUSIONS Wondrous Item, uncommon The backs of these cards are of a woman with gold hair with her finger to her lips as if she’s asking you to keep a secret. This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. For this adventure, players get the following 6 cards: (8 of clubs) Orc (2 of clubs) Kobold (8 of hearts) Bugbear (2 of hearts) Goblin (9 of clubs) Ogre (Ace of spades) Lich ROBE OF USEFUL ITEMS Wondrous Item, uncommon The robe is a deep midnight blue with black patches, each a different size and shape. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an 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 two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. For this adventure, players get the following 10 patches: 1. Window - (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 2. (2) A riding horse with saddle bags 3. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 4. Portable ram 5. 10 gems worth 100gp each 6. Wooden ladder (24 feet long) 7. Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 8. (2) Bag of 100 gp DEEP’S FURY (BOW OF CONFLAGRATION) Weapon (any bow), rare (requires attunement) This bow feels cold to the touch and is covered in whorls and ripples of blue flames that erupt when it is drawn and ignite the ammunition fired from it. Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. WAND OF CONDUCTING Wand, common A beautiful filigree wand that ends in a handle of a unicorn and produces a soft chime when waved in the air. This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Elemental Gem (Emerald) | Uncommon | true | |||
Deck of Illusions | Uncommon | true | |||
Robe of Useful Items | Uncommon | true | |||
Bow of Conflagration | Rare | true | |||
Wand of Conducting | Common | true |