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Adventure Title
SJ-DC-MONSTER-01 Phoenix
Session
Date Played
2024-07-03 21:19:00 UTC
Levels Gained
1
GP +/-
5000
Downtime +/-
10.0
Location Played
DM Name
Jinxed Bear
DM DCI Number
123987
Notes
**Spieler** (15) happy - Ryld - Variant Human - Monk (Astral Self) 15 - none (16) I_never_exist - Rahze - Kobold - Socerer 4 Warlock 12 - none (15) Raimundo_O - Grimbash - Half-Orc - Path of the Zealot Barbarian 15 - none (16) Trava - Blair Everwing - Aasimar - Paladin 7, Sorcerer 9 - None (Import bitte nachholen!) (14) WasabiPrime - Rafael Dust - Variant Human - Ranger 6 / Fighter 4 / Rogue 4 - Zhentarim **Consumable** Spell Scrool of Asharldons stride Spell Scroll, Level 3 Scroll, uncommon Save DC 15, Attack Bonus +7 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Magic Items

Name Rarity Location Table Result Counts?
Staff of Adornment Common true
Staff, weapon, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Pheonix Tear (Elemental Essence Shard Fire) Rare true
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. “The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.” Temperate. The bearer suffers no harm in temperatures as