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Adventure Title
CCC-MALTH-002 The Jackal's Justice
CCC-MALTH-002 The Jackal's Justice
Session
1
1
Date Played
2024-11-24 18:00:00 UTC
2024-11-24 18:00:00 UTC
Levels Gained
GP +/-
60.4
60.4
Downtime +/-
10.0
10.0
Location Played
Online (Roll-20 + Discord)
Online (Roll-20 + Discord)
DM Name
Paaske
Paaske
DM DCI Number
#2318837348
#2318837348
Notes
**Level up:** Declined **Hours Played:** 4 hours **Gold Earned:** 200,4 gp **Gold Spent:** 80 gp **Story Award: The Jackal’s Enmity.** You defeated The Jackal and her undead army, and forced her to abandon her lair. She does not suffer the humiliation well, and considers the adventurers enemies during all future meetings. Any character receiving this story award has disadvantage on all Charisma checks against The Jackal. ***Bastion Event:*** (67): Friendly Visitors (500 gp) **Orders** - Garden -> Maintain - Sanctuary -> Maintain - Training Area -> Maintain - Workshop -> Maintain **Days:** 15 -> 25
**Level up:** Declined **Hours Played:** 4 hours **Gold Earned:** 200,4 gp **Gold Spent:** 80 gp **Story Award: The Jackal’s Enmity.** You defeated The Jackal and her undead army, and forced her to abandon her lair. She does not suffer the humiliation well, and considers the adventurers enemies during all future meetings. Any character receiving this story award has disadvantage on all Charisma checks against The Jackal. ***Bastion Event:*** (67): Friendly Visitors (500 gp) **Orders** - Garden -> Maintain - Sanctuary -> Maintain - Training Area -> Maintain - Workshop -> Maintain **Days:** 15 -> 25
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Doss Lute | Uncommon | true | |||
**Wondrous Item, uncommon (requires attunement by a Bard)** An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |