Show Log Entry

Adventure Title
DDHC-LoX-02 Attack of the Star Moth (Character Log)
Session
Date Played
2025-06-03 19:30:00 UTC
Levels Gained
GP +/-
-355
Downtime +/-
Location Played
Roll20
DM Name
Claudia N.
DM DCI Number
0
Notes
**Party:** * Madlech/Pascal - Bhelgus Copperdark - Dwarf - Ranger 5 * Ka'Narlist - Bob - Plasmoid - Paladin 5 * Eike - Maeve Sonnenbader - Astral Elf - Sorcerer 5 * Boerns2010 - Thalvior - Silver Dragonborn - Druid 5 **Played:** 3 h **Locations:** Wildspace **Encounters:** hostile: Hadozee Shipmates, Astral Elf Warriors, Space Swines, Space Eels, Astral Elf Star Priest **Treasure:** * 3 bottles of fine wine * 601 GP (share of: 20 boxes of weapons, 6 gold bracelets, 9 pearls) * Spell Scroll of Air Bubble (L2 Artificer, Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: S Duration: 24 hours You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. **Used:** -3 bottles of fine wine = 0 -1 use of Healer's Kit = 9 **Purchase:** + 2 Potions of Greater Healing (-100 GP each = -200 GP) + 10 Uses of Healer's Kit = 19 (-5 GP) + Alchemist's Fire (-50 GP) + Bottled Breath (-100 GP) **Gold:** + 601 GP (Treasure) - 355 GP (Purchase) = + 246 GP (Balance) **Notes:** ...

Magic Items

Name Rarity Location Table Result Counts?
R/A - Spelljamming Helm Rare DDHC-LoX-02 Attack of the Star Moth true
*Wondrous item, Rare (Requires Attunement by a Spellcaster)* The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more. The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not painful. While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell): You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours. You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it. Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.