Show Log Entry
Adventure Title
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Session
1
1
Date Played
2020-01-25 10:00:00 UTC
2020-01-25 10:00:00 UTC
Levels Gained
1
1
GP +/-
800
800
Downtime +/-
20.0
20.0
Location Played
Stefanies kælder, Trekroner
Stefanies kælder, Trekroner
DM Name
Bastian Sand Mørkeberg
Bastian Sand Mørkeberg
DM DCI Number
NA
NA
Notes
**Downtime Activity: Vergadain's Firespirits** Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was intruth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s copse near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour.
**Downtime Activity: Vergadain's Firespirits** Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was intruth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s copse near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Staff of Thunder and Lightning | Very Rare | true | |||
**Staff, very rare (requires attunement)** *This aspen staff shines bright in direct light. The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle a gleaming sapphire.* This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. **Lightning.** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. **Thunder.** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. **Lightning Strike.** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. **Thunderclap.** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. **Thunder and Lightning.** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. |