Show Log Entry

Adventure Title
DDAL10-09 Recipe for Retribution
Session
1
Date Played
2026-02-14 19:00:00 UTC
Levels Gained
1
GP +/-
680
Downtime +/-
10.0
Location Played
Online (Roll-20 + Discord)
DM Name
Snooze
DM DCI Number
#7319085757
Notes
**Level up:** Accepted **Hours Played:** 5 hours **Gold Earned:** 1000 gp **Gold Spent:** Sled Dog x 6 (6 x 50 gp), + Sled (20 gp) **Consumables:** *Potion of Greater Healing*, *Potion of Hill Giant Strength*

Magic Items

Name Rarity Location Table Result Counts?
Portable Hole Rare true
**Wondrous Item, rare** *Dry, blisteringly hot air carrying embers and ashes blows from within the portable hole whenever it’s opened.* This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, 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 and not behind Total Cover 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.
Ruby of the War Mage Common true
**Wondrous Item, common (requires attunement by a Spellcaster)** *This ruby is a roughly fashioned chunk of blood-red crystal. The red color pulses gently.* Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.