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Adventure Title
DDHC-PS-Turn of Fortune’s Wheel - Sessão 5
Session
1
Date Played
2024-01-07 14:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
Adventures League Server
DM Name
DM Corvo
DM DCI Number
3103601006
Notes
**Mimir** (Missing: Automata, Curst, Excelsior, Faunel, Glorium, Rigus, Sylvania.) **Necklace of Prayer Beads** (2x Blessings 1 Cure wounds (2nd level) or lesser restoration) e 2 Wind walking (Wind walk).

Magic Items

Name Rarity Location Table Result Counts?
Mimir Rare DDHC-PS-Turn of Fortune’s Wheel true
*Wondrous Item, Rare (Requires Attunement) * This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils. As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device. The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you. Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn. Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands. Missing: Automata, Curst, Excelsior, Faunel, Glorium, Rigus, Sylvania.
Necklace of Prayer Beads Rare DDHC-PS-Turn of Fortune’s Wheel true
*Wondrous item, rare (requires attunement by a cleric, druid, or paladin) * This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 5x Beads: 2x Blessings (Bless) 1 Curing (Cure wounds (2nd level) or lesser restoration) 2 Wind walking (Wind walk)