Show Log Entry
Adventure Title
WBW-DC-LEGIT-SV-06 The Calamity Jar
WBW-DC-LEGIT-SV-06 The Calamity Jar
Session
1
1
Date Played
2023-09-14 19:00:00 UTC
2023-09-14 19:00:00 UTC
Levels Gained
GP +/-
714.2
714.2
Downtime +/-
10.0
10.0
Location Played
RPG, Restaurant, Pub, and Gaming Lawrence KS
RPG, Restaurant, Pub, and Gaming Lawrence KS
DM Name
Bethany
Bethany
DM DCI Number
Notes
WBW-DC-LEGIT-SV-06 The Calamity Jar 1 level (if you choose to take it) 10 downtime days 5,000 gp divided by 7 = 714 gp, 2 sp, 8 cp each (plus 4 leftover copper) And the following magic items: Drone Control Rod (Staff of Swarming Insects) Capacitor Wand (Wand of Pyrotechnics) Spell Scrolls Scroll of hypnotic pattern (DC 15 save) The Book of Slash (scroll of shadow blade) Can of Lubricant (Oil of Slipperiness) Potion, uncommon Bethany (she/her) — 09/18/2023 8:15 AM And last but not least, as you all fulfilled your pact with Marilla Million-Dawns, you all receive the following: Marilla's Constellation (Helm of Brilliance) Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
WBW-DC-LEGIT-SV-06 The Calamity Jar 1 level (if you choose to take it) 10 downtime days 5,000 gp divided by 7 = 714 gp, 2 sp, 8 cp each (plus 4 leftover copper) And the following magic items: Drone Control Rod (Staff of Swarming Insects) Capacitor Wand (Wand of Pyrotechnics) Spell Scrolls Scroll of hypnotic pattern (DC 15 save) The Book of Slash (scroll of shadow blade) Can of Lubricant (Oil of Slipperiness) Potion, uncommon Bethany (she/her) — 09/18/2023 8:15 AM And last but not least, as you all fulfilled your pact with Marilla Million-Dawns, you all receive the following: Marilla's Constellation (Helm of Brilliance) Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Drone Control Rod (Staff of Swarming Insects) | Rare | WBW-DC-LEGIT-SV-06 The Calamity Jar | true | ||
Staff, rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) A steel rod tipped with a chunk of crystal computer. Hexagonal tracery lights up when it is activated. Additional Property - Harmonious. Attuning to this item takes only 1 minute. This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an Action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect. | |||||
Capacitor Wand (Wand of Pyrotechnics) | Common | WBW-DC-LEGIT-SV-06 The Calamity Jar | true | ||
Wand, common Pyrotechnics doesn't seem to be what this strange metal component is meant for, but it serves just fine. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. | |||||
Marilla's Constellation (Helm of Brilliance) | Very Rare | WBW-DC-LEGIT-SV-06 The Calamity Jar | true | ||
Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. Helm of Brilliance, cont'd (curse you, character limits!) As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. |