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Adventure Title
DDEX2-13 The Howling Void
Session
1
Date DMed
2021-01-28 22:27
Session Length (Hours)
4
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
Character to Apply Rewards
Notes

Magic Items

Character Name Rarity Location Table Result Counts?
Wingwear Uncommon true
Wondrous item, uncommon (requires attunement) This snug uniform has leather flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 ft until you land. At the end of each of your turns, your altitude drops by 5 ft. Your altitude drops instantly to 0 ft at the end of your turn if you didn’t fly at least 30 ft horizontally on that turn. When your altitude drops to 0 ft, you land (or fall), and you must expend another charge to use the suit again.
Balloon Pack Uncommon true
Wondrous item, uncommon This backpack contains the spirit of an Air Elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the Levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the Feather Fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 ft. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
Staff of Withering Rare true
Requires Attunement by a Cleric, Druid, or Warlock This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.