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Adventure Title
PO-BK1-6 Beyond the Starry Veil
PO-BK1-6 Beyond the Starry Veil
Session
1
1
Date Played
2023-03-17 19:30:00 UTC
2023-03-17 19:30:00 UTC
Levels Gained
GP +/-
3500
3500
Downtime +/-
10.0
10.0
Location Played
DWB RPG AL discord server
DWB RPG AL discord server
DM Name
Agham
Agham
DM DCI Number
Notes
Potion of mind reading, Oil of Etherealness Ring of Shooting Stars Far Realm Shard
Potion of mind reading, Oil of Etherealness Ring of Shooting Stars Far Realm Shard
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Farm Realm Shard | Rare | PO-BK1-6 Beyond the Starry Veil | true | ||
Far Realm Shard wondrous item, rare (requires attunement by a sorcerer), , Value/Weight: 1 lb. Details: This writhing crystal is steeped in the warped essence of the Far Realm. 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. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. | |||||
Ring of Shooting Stars | Very Rare | PO-BK1-6 Beyond the Starry Veil | true | ||
Ring of Shooting Stars ring, very rare (requires attunement outdoors at night), , major tier Value/Weight: Details: While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |