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Adventure Title
CCC-THENT-0103 The Dreaming Relic
CCC-THENT-0103 The Dreaming Relic
Session
Date Played
2022-04-03 18:00:00 UTC
2022-04-03 18:00:00 UTC
Levels Gained
GP +/-
78.57
78.57
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Schlauch/Andre
Schlauch/Andre
DM DCI Number
0000000
0000000
Notes
### Loot: **Potions:** Potion of Healing Potion of Growth **Scrolls:** Comprehend Languages Tensers Floating Disk Gentle Repose **Story Award:** KNOWLEDGE OF THE VAULT You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.
### Loot: **Potions:** Potion of Healing Potion of Growth **Scrolls:** Comprehend Languages Tensers Floating Disk Gentle Repose **Story Award:** KNOWLEDGE OF THE VAULT You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Mac-Fuirmidh Cittern | Uncommon | CCC-THENT-0103 The Dreaming Relic | true | ||
Wondrous item, uncommon (requires Attunement by a bard) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. 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 use an action to play the Instrument and cast one of its Spells. Once the Instrument 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. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Barkskin, Cure Wounds, Fog Cloud |