Show Log Entry

Adventure Title
DDHC-KftGV-03 Reach for the Stars
Session
Date Played
2023-05-23 19:00:00 UTC
Levels Gained
1
GP +/-
330
Downtime +/-
20.0
Location Played
Roll20
DM Name
TimoL
DM DCI Number
0000
Notes
# Teilnehmer: (3) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 2/Sorcerer: Divine Soul1 - Golden Vault # Loot: **1.980gp** **1x Potion of Healing** (2d4 + 2) **1x Alchemist's Fire.** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. **Potion of:** Gaseous Form, Oil of Slipperiness, Assassin's Blood (Poison) **Spell Scrolls:** Arms of Hadar, Bane, Dimension Door, Crown of Madness, Sleep and Armor of Agathys **Spellbook 1:** Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant **Spellbook 2:** Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion. **Ring of Jumping** *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. Notes: Buff, Movement, Jewelry **Wand of Magic Missiles** *Wand, uncommon* This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. # Charakter Changes: **Level Up - Bard: College of Lore 3** **Bonus Proficiencies.** When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. **(Arcana, Religion, Stealth)** **Cutting Words.** Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. **Expertise.** At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. **(Arcana, Performance)** At 10th level, you can choose another two skill proficiencies to gain this benefit. # Golden Vault Reward: **Winged Boots** *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.

Magic Items

Name Rarity Location Table Result Counts?
Wand of Magic Missiles Uncommon DDHC-KftGV-03 Reach for the Stars false
Wand, uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
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. Notes: Buff, Movement, Jewelry
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.