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Adventure Title
DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms
Session
4
Date Played
2022-03-06 00:12:00 UTC
Levels Gained
1
GP +/-
-25
Downtime +/-
10.0
Location Played
DM Name
Alex P.
DM DCI Number
Notes
**played:** 4h # LVLup Shadow Sorcerer->4 # Gained: Gold: 25 Wand of Secrets Shortsword of Warning Bloodwell Vial +1 (Lvl5 Reward) potion of weaterbreathing Charm of the Storm. You become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast the lightning bolt spell (3rd-level version) as an action. Once used three times, the charm vanishes from you bought: - Potion of Healing (-50GP) # Expended - # Party: (3) thebaconing - Healing Thunder - Goliath - Barbarian 3 Frederic T. - Theirastra - High Elf - Wizard 3 Yaidz / Zhitu / Yuan-Ti Pureblood / Artificer 1 (2) Folk2K- Lin - Halfling - Monk 2 - none (4) Verchecktor - Orisa Radh - Custom lineage - sorcerer 3 warlock 1 (1) Schlauch - Erin - Variant Human - Fighter 1 - Harpers Locations:Phandalin Encounters: Ogres, Harpys

Magic Items

Name Rarity Location Table Result Counts?
☐Shortsword of Warning (U)(a) Uncommon true
Weapon (Shortsword), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins
☐Wand of Secrets (U) Common true
Wand of Secrets Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
🗹Bloodwell Vial (U)(a) Uncommon true
Wondrous item, uncommon (+1) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.