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Adventure Title
PO-BK3-03 Smoke on the Water
Session
2
Date Played
2024-11-04 19:00:00 UTC
Levels Gained
1
GP +/-
100
Downtime +/-
10.0
Location Played
Roll20
DM Name
Boerns
DM DCI Number
0
Notes
**Party:** Dixer - Ferrin Dee - Halfling - Thief Rogue 3 Raimundo - Captain Bugbeard - Bugbear - Fighter 2/Warlock 1 RedFistFlag - Oida Arki - Blue Dragonborn - Hunter Ranger 3 Sparetime - Clouded Peak - Shadar-kai - Way of Shadow Monk 3 WasabiPrime - Farmer - Human - Circle of the Moon Druid 3 **Played:** 2 h **Locations:** Ship Island (Lovely Lillian, Docks, Unlucky Shamrock, Cultist Room, Ceature Pit) **Encounters:** social: Cultists, Starving Crewmembers, Johnny, Captain Irmelia Crow (Female Dwarf), The Hipsters, Sabass Sing (Female Goliath Cult Leader), Abberson (Halfling Mage), Cutty (Kenku Cook), Obsul (Orc) hostile: The Creature (Grell), Zombies, Ghasts **Treasure:** * 100 GP * Potion of Greater Healing ![](https://s3.amazonaws.com/files.d20.io/images/405566736/teN3ZkB6zR-dRpd67HLS2Q/max.png?1723907197) *Potion, uncommon* You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. This item can be found in the Dungeon Master’s Guide. * Potion of Water Breathing ![](https://s3.amazonaws.com/files.d20.io/images/386921693/Z-OA3o9C_iEydWPZHE5CDw/max.jpg?1711908938) *Potion, uncommon* You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. This item can be found in the Dungeon Master’s Guide. **Level up:** Rogue +1 = 4 new feature: Piercer feat (DEX +1 = 17) HP: +6 = 27 **Notes:** ...

Magic Items

Name Rarity Location Table Result Counts?
UC - Wand of Magic Missiles Uncommon PO-BK-3-03 Smoke on the Water true
![](https://s3.amazonaws.com/files.d20.io/images/414981733/pfVW-n3awtl9UyUcoChpRQ/max.png?1729932286) *Wand (arcane focus), uncommon* 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. Weight: 1