Show Log Entry

Adventure Title
DDEX2-2 Embers of Elmwood
Session
5
Date Played
2020-08-27 19:00:00 UTC
Levels Gained
1
GP +/-
80
Downtime +/-
7.0
Location Played
Roll20
DM Name
Andalifus#77438
DM DCI Number
2320817888
Notes
**1x Potion of Healing (found)** ***Story Award: "To Wear the Cloak"*** If your character is an arcane spellcaster, Zora Culkin has offered to sponsor your admittance into the Brotherhood of the Cloak. Though joining the Cloaks is mandatory for any arcanists seeking to stay in Mulmaster for an extended period of time, and sponsorship is not required, Zora Culkin's sponsorship will definitely have its perks. Instead of worrying about the punishments for using magic, arcane casters may choose to join the Brotherhood of the Cloaks. Characters that do so must swear to defend the rule of the High Blade, protect Mulmaster from the incursion of arcane magic and uphold the Edict of Arcane Banishment. Those that are caught violating this oath are burned alive (as a result of a 22 on the Sentencing chart). Being a Cloak costs the character 3 Downtime Days per Mulmaster adventure played, and the character must maintain a wealthy lifestyle for that downtime. All season two Expeditions adventures (DDEX2-X) are considered Mulmaster adventures. Joining the Cloaks is not without its benefits. All Cloaks receive a square medallion that denotes membership in the Brotherhood. This medallion gives the character advantage on social skill checks made with officials of Mulmaster (DM’s discretion). For each Mulmaster adventure played, the character gains one rank in the Cloaks organization. For each To Wear a Cloak favor the character has, he or she also gains an additional rank. Spent 3 Downtime for the membership in the Brotherhood of the Cloak. Brotherhood of the Cloak Rank: 2 The character is permitted to cast 1st through 3rd level arcane spells in Mulmaster, and any order of banishment previously issued regarding the character is rescinded. The character receives spellcasting services for him- or herself (only) at the Tower of Mysteries as if he or she had the Shelter of the Faithful background feature. If the character already has this feature, the services are extended to the character’s allies as well, even though they would not normally be permitted inside. The character is permitted to cast 4th and 5th level arcane spells in Mulmaster. The character may obtain one spell scroll of a 1st level spell on the character’s spell list found in the Player’s Handbook, to be used during the adventure. This choice may be made before the start of the adventure or if the player desires, during the adventure if it takes place in the city of Mulmaster. If the scroll is not used during the adventure, it must be returned. If the character does not use the spell during the adventure and is personally capable of copying it into a spellbook, the character may do so. The character may not give this scroll to another character. The character is permitted to cast 6th level arcane spells in Mulmaster. The character’s lifestyle costs in Mulmaster are decreased by half of his or her Rank (rounded down). The character is permitted to cast 7th level arcane spells in Mulmaster. As Rank 3, but the character may obtain a spell scroll of up to a 2nd level spell. The character permitted to cast 8th level arcane spells in Mulmaster. As Rank 3, but the character may obtain a spell scroll of up to a 3rd level spell. **The character is permitted to cast 9th level arcane spells in Mulmaster.**

Magic Items

Name Rarity Location Table Result Counts?
Staff of Charming Rare Chest of the Cultist true
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard While holding this staff, you can use an action to expend 1 of its 10 Charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic Quarterstaff. If you are holding the staff and fail a saving throw against an Enchantment spell that Targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an Enchantment spell that Targets only you, with or without the staff's intervention, you can use your Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff.