Show Log Entry

Adventure Title
DDHC-MORD-01 Riddle of the Raven Queen
Session
5
Date Played
2022-04-12 19:00:00 UTC
Levels Gained
1
GP +/-
405.5
Downtime +/-
10.0
Location Played
Online (Roll-20 + Discord)
DM Name
Henning Eriksen
DM DCI Number
NA
Notes
**Level up:** Accepted **Hours Played:** 4 hours **Gold Earned:** 378 gp **Equipment Sold:** 3 x Shortswords (3 x 10 gp), 3 x Hand Crossbows (3 x 75 gp) **Consumables Bought:** *Potion of Greater Healing* x 2 (100 gp x 2)

Magic Items

Name Rarity Location Table Result Counts?
Mithral Plate Uncommon true
**Armor (plate), uncommon** Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Emerald of the War Mage (Ruby of the War Mage) Common true
**Wondrous Item, common (requires attunement by a spellcaster)** 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 an action or the weapon is destroyed. Not even an *antimagic field* causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Cloak of the Raven (Cloak of the Bat) Rare true
**Wondrous Item, rare (requires attunement)** *This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.* While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat (Raven). While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Gwa’thern Faln Rare true
**Weapon (longbow), rare (requires attunement)** *This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior* You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast *faerie fire* (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Pipes of Haunting Uncommon true
**Wondrous Item, uncommon** You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.