Show Log Entry

Adventure Title
DDHC-KftGV-03 Reach for the Stars
Session
Date Played
2023-05-21 19:00:00 UTC
Levels Gained
1
GP +/-
220
Downtime +/-
10.0
Location Played
Roll20
DM Name
MalteS
DM DCI Number
6320848470
Notes
# Loot - 220 GP - Scroll of Crown of Madness - Scroll of Sleep - Scroll of Arms of Hadar - Scroll of Bane - Scroll of Dimension Door - Scrolls of Armor of Agathys - Potion of Healing - Potion of Gaseous Form - Oil of Slipperieness - vial with one dose of assassin’s blood poison - Ring of Jumping - Wand of Magic Missiles - Winged Boots (Golden Vault Reward) - Spellbook: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion - Spellbook: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant # Level 4 (Artificer 1/Wizard 3) **Class**: Wizard **HP**: +6 **Features**: Cantrip Formulas **2nd Level**: Rope Trick, Web

Magic Items

Name Rarity Location Table Result Counts?
☐ (UC/AT) Ring of Jumping Uncommon DDHC-KftGV-03 Reach for the Stars false
Ring, uncommon (requires attunement) 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.
☐ (UC/AT) Wand of Magic Missiles Uncommon DDHC-KftGV-03 Reach for the Stars false
Wand, 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.
☐ (UC/AT) Winged Boots Uncommon DDHC-KftGV-03 Reach for the Stars false
Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.