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Adventure Title
PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar
Session
1
Date Played
2024-10-13 13:00:00 UTC
Levels Gained
GP +/-
10000
Downtime +/-
10.0
Location Played
Wizards of the Coast, and Baldman Games VDDW Player server discord
DM Name
Melaney Simar
DM DCI Number
Notes
1 level up if you want 10DT 50000g/5=10000g each • Wakened dragon’s wrath glaive • Clockwork amulet • Potion of clairvoyance • Spell scroll of greater invisibility • Glowrune pigment

Magic Items

Name Rarity Location Table Result Counts?
Clockwork Amulet Common PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar true
Wondrous Item, Common This golden amulet is shaped like a four-pointed star. It depicts three generations of mages their names long lost to time. Two carry magnificent swords. The youngest is depicted as an apprentice. This amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Wakened Dragon’s Wrath Glaive Very Rare PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar true
Weapon (Glaive), Very Rare (Requires Attumement) This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts. This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 radiant damage. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 radiant damage. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. This item cannot gain or lose power or change states.