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Adventure Title
SJ-DC-IEDRATH Secrets of the Crystal Tower
SJ-DC-IEDRATH Secrets of the Crystal Tower
Session
1
1
Date Played
2023-09-02 05:32:00 UTC
2023-09-02 05:32:00 UTC
Levels Gained
0
0
GP +/-
1250
1250
Downtime +/-
10.0
10.0
Location Played
Roll 20
Roll 20
DM Name
Marik
Marik
DM DCI Number
Notes
***Story Award/s:*** Doctorate of the Crystal Tower Your expertise and wiles have granted you a special degree from the Crystal Tower! You are always welcome in the institution and can return whenever you wish.
***Story Award/s:*** Doctorate of the Crystal Tower Your expertise and wiles have granted you a special degree from the Crystal Tower! You are always welcome in the institution and can return whenever you wish.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Iedrath Textbook, Astromancy Archive | Rare | true | |||
This textbook, authored by the headmistress Ananeira, is mandatory for all students at the Crystal Tower for their notes, lectures, and personal research. One feels more confident while attuned to it, and also gains a bonus of +2 to their initiative. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. | |||||
Guardian Emblem | Uncommon | true | |||
This pin in the shape of the Iedrath's main tower glows a bright white in the presence of aberrations. This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. | |||||
Spell Scroll of Intellect Fortress | Uncommon | true | |||
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. | |||||
Spell Scroll of Melf's Minute Meteors | Uncommon | true | |||
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. |