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Adventure Title
Season 9 Conversion
Session
Date Played
2019-09-17 00:00:00 UTC
Levels Gained
GP +/-
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Location Played
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DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
Pearl of Power Uncommon F true
Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Necklace of Prayer Beads Rare G true
Requires Attunement by a Cleric, Druid, or Paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 — Bead Name — Spell: 1-6 — Blessing — Bless 7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration 13-16 — Favor — Greater Restoration 17-18 — Smiting — Branding Smite 19 — Summons — Planar Ally 20 — Wind walking — Wind Walk Rolled beads: 3 Beads of Curing, 1 Bead of Blessing, 1 Bead of Favor, 1 Bead of Smiting
Cube of Force Rare G true
Requires Attunement This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces: Face — Charges — Effect: 1 — 1 — Gases, wind, and fog can't pass through the barrier. 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 — 3 — Living matter can 't pass through the barrier. 4 — 4 — Spell Effects can 't pass through the barrier. 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4
Robe of Scintillating Colors Very Rare H true
Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.