Show Log Entry

Adventure Title
KftGV - Reach for the Stars
Session
Date Played
2024-06-13 18:00:00 UTC
Levels Gained
1
GP +/-
255
Downtime +/-
10.0
Location Played
Private Session
DM Name
CatGuySenpai
DM DCI Number
000000000
Notes
#### **Bought** 3x Potion of Greater Healing for 300gp (End of Session) #### **Sold** #### **Gained** **Potion of Healing** **Potion of Gaseous Form** *Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.* **Oil of Slipperiness** *Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.* **Assassin's Blood Poison** *A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.* **Far Realm Potion** *Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. When the poison effect ends, you sprout a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, you can use the tentacle to make a melee weapon attack (+4 to hit) against a creature you can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage.* **Spell Scrolls: Armor of Agathys, 2x Arms of Hadar, Bane, Crown of Madness, Dimension Door, Sleep,** **Zala's Spellbook** *Zala's Spellbook contains the following spells: 1st Level: detect magic, mage armor, magic missile, shield 2nd Level: arcane lock, detect thoughts, knock, phantasmal force, suggestion* **Student's Spellbook** *The student's spellbook contains the following spells: 1st Level: comprehend languages, detect magic, identify, mage armor, Tasha's hideous laughter, unseen servant 2nd Level: detect thoughts, misty step* #### **Used** 2x Potion of Healing

Magic Items

Name Rarity Location Table Result Counts?
Ring of Jumping Uncommon KftGV - Reach for the Stars true
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.
Shortsword of Vengeance Uncommon KftGV - Reach for the Stars (GV Award) true
Weapon, uncommon (requires attunement) Martial weapon, melee weapon 2 lb. 1d6 Piercing Finesse, Light Mastery: Vex You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Wand of Magic Missiles Uncommon KftGV - Reach for the Stars true
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.