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Adventure Title
DDEX2-13 The Howling Void
Session
Date Played
2025-12-03 20:35:00 UTC
Levels Gained
1
GP +/-
122
Downtime +/-
10.0
Location Played
Roll20
DM Name
Steve E.
DM DCI Number
02242024
Notes
The storm built by the Cult of the Howling Hatred continues over the Monastery of the Yellow Rose, and yesterday intensified again, though we thought we stopped the cultist infiltrators. Grandfather Shin and Commander Blueshield requested assistance after an acolyte is discovered knocked unconcious and several other have gone missing during the night. The victim interview quickly becomes a confession as the acolyte Thalia is only too ready to claim victory. She fanatically confesses her allegiance to the Howling Hatred and admits to letting more cultists into the grounds the previous night. The four missing monks were taken into a crypt below the monastery. Her leader, Stormgale, has a force of about 20 and intends to open a portal within an elemental node to allow the creatures of the Plane of Air unfettered access to the Moonsea and the world. We're too late to stop them. Manical laughter. The usual. Suspect remained in custody of Commander Blueshield for justice by Temple Law. Clay is out of his element, but assists Hunter, Serafina, and Bambooze as we enter the elemental node, find a Kenku-crewed airship for transport within the node, and free the four kidnapped monks. Having prevented the portal ritual, Clay sits back and watches the others engage in a long distance battle of magics between ships until the cult is destroyed. The Kenku are all killed by a cultist fireball, but we manage to limp the ship back to the portal out of the node and back to the monastery. All four monks returned to the Order of Ilmater for medical assistance. The storm takes several days to abate, upon which we return to Mulmaster. *+1 Bottled Breath, + Balloon Pack, +Wingwear* *Bought Adventurer's Ring (-250gp)*

Magic Items

Name Rarity Location Table Result Counts?
Staff of Withering Rare true
This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. **Flavor :** This staff of lightweight wood is constantly surrounded by an unseen breeze. To those attuned to it, the winds whispers words of warning, granting a +2 bonus on Dexterity checks made to determine initiative in combat.