Show Log Entry

Adventure Title
DDHC-KGV-06 - Masterpiece Imbroglio
Session
1
Date Played
2023-06-25 14:06:00 UTC
Levels Gained
1
GP +/-
1361
Downtime +/-
10.0
Location Played
Online
DM Name
Melaney Simar (Melaneykk)
DM DCI Number
Notes
Purchased 2 rooms in the Inn, as well as food and drink. (-12g)

Magic Items

Name Rarity Location Table Result Counts?
☐ Necklace of Fireballs (7 Beads) Rare DDHC-KGV-06 - Masterpiece Imbroglio true
Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
☐ Necklace of Prayer Beads (Bless, Lessor Restoration, Greater Restoration, Wind Walk) Rare DDHC-KGV-06 - Masterpiece Imbroglio true
blessing, curing, favor, and wind walking Necklace of Prayer Beads 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. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
☐ Bloodwell Vial +2 Rare DDHC-KGV-06 - Masterpiece Imbroglio true
Wondrous Item, varies (requires attunement by a sorcerer) 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. RARITY BONUS Uncommon +1 Rare +2 Very Rare +3
☐ Sending Stones Uncommon DDHC-KGV-06 - Masterpiece Imbroglio true
Wondrous Item, uncommon Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.