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Adventure Title
PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls
Session
1
Date Played
2024-11-10 14:18:00 UTC
Levels Gained
GP +/-
16666
Downtime +/-
10.0
Location Played
BMG VDDW
DM Name
Andrew Greene
DM DCI Number
Notes
Story Award You helped O'zim the Living Artifact remember who you are. You have experienced their memories. You now have insight on what it feels like to live their life. Gold reward is in gems.

Magic Items

Name Rarity Location Table Result Counts?
☐ Enduring Spellbook Common PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls true
Wondrous Item, common This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
☐ Forcebreaker Sling Very Rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls true
Weapon (any weapon that deals bludgeoning damage), very rare You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Applicable Weapons Name Type Damage Properties Club Simple Melee 1d4 bludgeoning Light Greatclub Simple Melee 1d8 bludgeoning Two-handed Light Hammer Simple Melee 1d4 bludgeoning Light, thrown (range 20/60) Mace Simple Melee 1d6 bludgeoning — Quarterstaff Simple Melee 1d6 bludgeoning Versatile (1d8) Name Type Damage Properties Boomerang Simple Ranged 1d4 bludgeoning Thrown (range 20/60) Sling Simple Ranged 1d4 bludgeoning Ammunition (range 30/120) Name Type Damage Properties Flail Martial Melee 1d8 bludgeoning — Maul Martial Melee 2d6 bludgeoning Heavy, two-handed Warhammer Martial Melee 1d8 bludgeoning Versatile (1d10) Name Type Damage Properties Net Martial Ranged — Special, thrown (range 5/15) Hoopak (Ranged) Martial Ranged 1d6 piercing (melee) or 1d4 bludgeoning (ranged) Ammunition (range 40/160), finesse, special, two-handed
☐ Quaal's Feather Token (Bird) Rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls true
Wondrous Item, varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition. Roll Table to VTT Quaal’s Feather Tokens 1d100 Token Rarity 01-20 Anchor Uncommon 21-35 Bird Rare 36-50 Fan Uncommon 51-65 Swan boat Rare 66-90 Tree Uncommon 91-00 Whip Rare
☐ Mind Crystal (Quickening) Rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls true
Wondrous Item, varies These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell. Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet. Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls. Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours. Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting. Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
☐ Spell Scroll of Flame Strike Common PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls true
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.