Show Log Entry

Adventure Title
BMG-DRWEP-OD-01 The Enemy of My Enemy
Session
Date Played
2024-06-16 19:00:00 UTC
Levels Gained
1
GP +/-
1000
Downtime +/-
10.0
Location Played
Roll20
DM Name
Robert K.
DM DCI Number
0000000
Notes
**used:** Potion of Greater Healing **Loot:** - Potion of Greater Healing - Potion of Heroism - Spell Scroll of Revivify ### **Story Award: Qualith Psi Crystal** You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay.

Magic Items

Name Rarity Location Table Result Counts?
+2 Moon Sickle Rare BMG-DRWEP-OD-01 The Enemy of My Enemy true
Weapon (sickle), rare (requires attunement by a druid or ranger) A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Earring of Message Common BMG-DRWEP-OD-01 The Enemy of My Enemy true
Wondrous Item, Common The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the symbol of the Zhentarim. The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Wand of Fireballs Rare BMG-DRWEP-OD-01 The Enemy of My Enemy true
Wand, rare (requires attunement by a spellcaster) This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.