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Adventure Title
DDHC0-DoIP-7 Gnomegarde
DDHC0-DoIP-7 Gnomegarde
Session
Date Played
2025-05-27 21:00:00 UTC
2025-05-27 21:00:00 UTC
Levels Gained
1
1
GP +/-
12.5
12.5
Downtime +/-
10.0
10.0
Location Played
DM Name
DM DCI Number
Notes
**50gp** (12,5gp/Person) **Spellbook:** *Magick of Gnomengarde* (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
**50gp** (12,5gp/Person) **Spellbook:** *Magick of Gnomengarde* (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Pyrotechnics | Common | true | |||
Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. | |||||
Clockwork Amulet | Common | false | |||
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. | |||||
Hat of Wizardry | Common | false | |||
Wondrous item, common (requires attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. |