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Adventure Title
DDAL-DRW04 Foreign Affairs
Session
Date Played
2022-10-16 00:47:00 UTC
Levels Gained
1
GP +/-
10000
Downtime +/-
10.0
Location Played
La guilde
DM Name
RyuuxDxD
DM DCI Number
6320366487
Notes
Potion of water breathing **Ally of the Zulkir** You have agreed to work with the Thayan zulkir of enchantment, Dar’lon Ma.

Magic Items

Name Rarity Location Table Result Counts?
Necklace of fireballs Rare true
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.
Shield of the Uven Rune Very Rare true
his shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties. **Winter’s Friend**. You are immune to cold damage. **Deadly Rebuke**. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. **Bane**. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. **Gift of Vengeance**. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Dragontooth dagger Rare true
You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6.