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Adventure Title
SJ-DC-BLU-1 Blue Sun Facility
Session
1
Date Played
2022-11-16 16:00:00 UTC
Levels Gained
1
GP +/-
663
Downtime +/-
10.0
Location Played
Discord
DM Name
Barrage
DM DCI Number
132079889
Notes
+Spell Scroll of Enlarge/Reduce

Magic Items

Name Rarity Location Table Result Counts?
☐ Astromancy Archive Rare false
*Wondrous item, rare (requires attunement by a wizard)* This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: · If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. · When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. **Compass**. A creature attuned to the astromancy archive can use an action to determine which way is north. If the creature is not on a world with clearly defined cardinal directions, such as the middle of wildspace, it instead points to the closest world that does. At the DM's discretion, a Monster Slayer, Battlemaster, or other character with a similar class feature can obtain appropriate knowledge from the following creatures: Slaad, Neogi, Cranium Rats, Chuul, and Balhannoth
🎕 Spellwrought Tattoo of Message (C-ASSIST) Common false
*Wondrous item (tattoo), common* Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table (see Tasha’s Cauldron of Everything, pg. 135). **Metamorphic**. This tattoo periodically and randomly changes its design on the wearer’s skin to reflect advertisements and memos from the artificer that designed it. It also occasionally glows brighter and dimmer, but not enough to be a useful source of light.
🎕 Dust of Dryness (5 charges) Uncommon false
*Wonderous item, uncommon* This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.