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Adventure Title
DDHC-DMM Dungeon of the Mad Mage Level 3
Session
Date Played
2025-11-23 14:30:00 UTC
Levels Gained
1
GP +/-
2626.2
Downtime +/-
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
DM Name
Echo
DM DCI Number
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** "Quest: Throne of the Coronal" completed. #### **Used**

Magic Items

Name Rarity Location Table Result Counts?
Rope of Climbing Uncommon DDHC-DMM Dungeon of the Mad Mage Level 3 true
Wondrous item, uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Boots of Elvenkind Uncommon DDHC-DMM Dungeon of the Mad Mage Level 3 true
Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Pipe of Smoke Monsters Common DDHC-DMM Dungeon of the Mad Mage Level 3 true
Wondrous item, common While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Wand of Fireballs Common DDHC-DMM Dungeon of the Mad Mage Level 3 true
Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 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.
Staff of Flowers Common DDHC-DMM Dungeon of the Mad Mage Level 3 true
Staff, weapon, common Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Sentinel Shield Uncommon DDHC-DMM Dungeon of the Mad Mage Level 3 true
Shield (shield), uncommon 6 lb. AC +2 While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.