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Adventure Title
FR-DC-THAY-05 Four Assassinations & a Funeral
FR-DC-THAY-05 Four Assassinations & a Funeral
Session
1
1
Date Played
2025-12-09 02:30:00 UTC
2025-12-09 02:30:00 UTC
Levels Gained
GP +/-
500
500
Downtime +/-
10.0
10.0
Location Played
Discord
Discord
DM Name
foxportion
foxportion
DM DCI Number
3320806668
3320806668
Notes
+Potion of Growth +Potion of Pugilism Hoard Item Option 1: Chadster (War Leader Amulet of Health) Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This pewter amulet is wrought in the shape of a tiny cone-shaped bugle. Pushing a tiny button set in the side unfurls a strip of parchment that reveals the slogan: “What Doesn’t Kill You Makes You Stronger”. War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. Hoard Item Option 2: Redrum (Beacon Mace of Terror) Weapon (mace), rare (requires attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success. The words ‘All Work & No Play’ are crudely carved across the ruddy hilt of this notched mace. Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. Hoard Item Option 3: Merman (Waterborne Bowl of Commanding Water Elementals) Wondrous Item, rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons. A bubble of air has been perfectly preserved within the iridescent base of this faceted moonstone bowl. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
+Potion of Growth +Potion of Pugilism Hoard Item Option 1: Chadster (War Leader Amulet of Health) Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This pewter amulet is wrought in the shape of a tiny cone-shaped bugle. Pushing a tiny button set in the side unfurls a strip of parchment that reveals the slogan: “What Doesn’t Kill You Makes You Stronger”. War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. Hoard Item Option 2: Redrum (Beacon Mace of Terror) Weapon (mace), rare (requires attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success. The words ‘All Work & No Play’ are crudely carved across the ruddy hilt of this notched mace. Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. Hoard Item Option 3: Merman (Waterborne Bowl of Commanding Water Elementals) Wondrous Item, rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons. A bubble of air has been perfectly preserved within the iridescent base of this faceted moonstone bowl. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Carp Diem (Compass Pole of Angling) | Common | false | |||
| A dull metal rod extends from a wooden handle fashioned to look like a knucklehead trout. | |||||