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Adventure Title
DDHC-KftGV Reach for the Stars
DDHC-KftGV Reach for the Stars
Session
Date Played
2025-12-15 14:00:00 UTC
2025-12-15 14:00:00 UTC
Levels Gained
1
1
GP +/-
545
545
Downtime +/-
10.0
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
Unofficial Roll20 D&D AL Deutschland
DM Name
JinxedBear
JinxedBear
DM DCI Number
000000000
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** 7x Potion of Healing 1x Potion of Gaseous Form 1x Oil of Slipperiness **Spell Scrolls:** 1x Armor of Agathys, 2x Arms of Hadar, 1x Bane, 1x Crown of Madness, 1x Dimension Door, 1x Sleep #### **Used**
#### **Bought** #### **Sold** #### **Gained** 7x Potion of Healing 1x Potion of Gaseous Form 1x Oil of Slipperiness **Spell Scrolls:** 1x Armor of Agathys, 2x Arms of Hadar, 1x Bane, 1x Crown of Madness, 1x Dimension Door, 1x Sleep #### **Used**
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Ring of Jumping | Uncommon | DDHC-KftGV Reach for the Stars | true | ||
| Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. | |||||
| Studded Leather Armor of Weightlessness | Uncommon | DDHC-KftGV Reach for the Stars (GV Reward) | true | ||
| Light Armor (Studded Leather Armor), Uncommon (Requires Attunement) 13 lb. AC 12 + Dex This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. | |||||
| Wand of Magic Missiles | Uncommon | DDHC-KftGV Reach for the Stars | true | ||
| Wand, Uncommon 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. | |||||