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Adventure Title
FR-DC-IGC-EAS-02 The Enspelled Adventures Series Part II: Undermountain Dew
Session
1
Date Played
2025-10-21 02:00:00 UTC
Levels Gained
GP +/-
10000
Downtime +/-
10.0
Location Played
Discord
DM Name
Rob Froberg
DM DCI Number
7100843139
Notes
+Potion of Heroism +Potion of Invulnerability +Spellwrought Tattoo of Death Ward > Enspelled Staff (3rd level – Aura of Vitality, Harmonious) > Staff, rare (requires attunement by a Spellcaster) > This slender staff is carved from pale crystal that hums faintly when held, its surface etched with flowing runes that glow in gentle rhythm like a heartbeat. When raised, the air around it thrums with warmth and resonance, threads of light weaving outward in concentric ripples. Those who stand within its presence feel their strength return in harmony, as though the staff itself were conducting the melody of life. > Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. > The level of the spell bound into the staff determines the spell’s saving throw DC 15 and attack bonus +7. > Harmonious. Attuning to this item takes only 1 minute. > Enspelled Weapon (Shortbow, 5th level – Swift Quiver, Sentinel – Dragons) > Weapon (shortbow), very rare (requires attunement) > This shortbow is fashioned from ivory-hued horn reinforced with silver inlay, its limbs carved into the likeness of coiled dragons whose wings stretch along the curve. When drawn, the carvings seem to stir, scales glinting as if alive, and the faint whisper of leathery wings fills the air. Arrows nocked to the string shimmer briefly with spectral dragon heads, streaking toward their marks like hunting wyrms. > Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. > The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9. > Sentinel. This item glows faintly when dragons are within 120 feet of it. > Enspelled Weapon (Light Hammer, 5th level – Holy Weapon, Beacon) > Weapon (light hammer), very rare (requires attunement) > This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges. > Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. > The level of the spell bound into the weapon determines the spell’s saving throw DC 17 and attack bonus +9. > Beacon. You can take 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. > Enspelled Weapon (Blowgun, 4th level – Guardian of Nature, Guardian) > Weapon (blowgun), very rare (requires attunement) > This slender blowgun is carved from living wood, its surface still sprouting tiny leaves that shift with unseen breezes. Vines coil delicately along its length, blooming with faintly glowing blossoms when raised to shoot. The darts it launches hum with primal energy, trailing motes of green light as if carrying the breath of the wild itself. > Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. > The level of the spell bound into the weapon determines the spell’s saving throw DC 15 and attack bonus +7. > Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Magic Items

Name Rarity Location Table Result Counts?
☐ Beacon Enspelled Light Hammer (Holy Weapon) Very Rare false
This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges.