Show Log Entry

Adventure Title
DDHC-KftGV-03 Reach for the Stars
Session
Date Played
2024-05-28 18:55:00 UTC
Levels Gained
GP +/-
278
Downtime +/-
10.0
Location Played
DM Name
Echo
DM DCI Number
-
Notes
6h played **Story Awards:** For the Golden Vault If the characters are working for the Golden Vault, the organization’s representative approaches them after their harrowing experience at Delphi Mansion. For returning The Celestial Codex to its rightful owner, the characters are promised an uncommon magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day. - Gem of Brightness **Seen:** Raven **Bought:** Component Pouch (25GP) Studded Leather Armor (45GP) Grappling Hook (2GP)

Magic Items

Name Rarity Location Table Result Counts?
Ring of Jumping - A Uncommon DDHC-KftGV-03 Reach for the Stars true
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
🍷 Oil of Slipperiness Uncommon DDHC-KftGV-03 Reach for the Stars false
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Far Realm Potion Unique DDHC-KftGV-03 Reach for the Stars true
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. When the poison effect ends, you sprout a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, you can use the tentacle to make a melee weapon attack (+4 to hit) against a creature you can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage.
âś… Wand of Magic Missiles Uncommon DDHC-KftGV-03 Reach for the Stars true
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.
🍷 Gem of Brightness Uncommon DDHC-KftGV-03 Reach for the Stars - For the Golden Vault false
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Blinded - A blinded creature can't see and automatically fails any ability check that requires sight. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.