Show Log Entry

Adventure Title
DDHC-JRC-09 Between Tangled Roots
Session
Date Played
2023-02-22 20:00:00 UTC
Levels Gained
GP +/-
937
Downtime +/-
10.0
Location Played
Radiant Citadel; Kalapang and Lambakluha, Dayawlongon Archipelago
DM Name
[dimasuklay#2623]
DM DCI Number
3320850477
Notes
#### **Treasure Claimed:** ***Necklace of Adaptation*** ***Necklace of Prayer Beads (1 x Blessing, 1 x Branding Smite, 2 x Wind Walking, 1 x Planar Ally)*** ***Staff of the Python*** ----- #### **Consumables:** - 1 x Arrow of Dragon Slaying ----- #### **Story Award:** ***Ninuno's Mark*** A ninuno, one of the spirits of the Dayawlongon archipelago, grants you its insight as a charm (a type of supernatural gift detailed in the Dungeon Master's Guide). This charm allows you to cast either augury or speak with plants once per day. Once used three times, the charm vanishes from you.

Magic Items

Name Rarity Location Table Result Counts?
Necklace of Adaptation Uncommon true
Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Necklace of Prayer Beads (1 x Blessing, 1 x Branding Smite, 2 x Wind Walking, 1 x Planar Ally) Rare true
Wondrous item, rare (requires attunement) 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.
Staff of the Python Uncommon true
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.