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Adventure Title
DDHC-KGV-03 A Reach for the Stars
Session
1
Date Played
2024-10-23 19:05:00 UTC
Levels Gained
GP +/-
669
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes
7x Potion of Healing Spell Scrolls: Armor of Agathys, Arms of Hadar, Bane, Crown of Madness, Dimension Door, Sleep Spellbook: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, and Suggestion. Spellbook: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant. 3x Alchemist's Fire Adventuring gear 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 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. 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. 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. Wand of Magic Missiles 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. ... For the Golden Vault If the characters are working for the Golden Vault, the organization rewards the characters with an uncommon magic item of their choice (subject to your approval). The item is delivered to the characters the next day. Chosen Item: Eyes of Minute Seeing

Magic Items

Name Rarity Location Table Result Counts?
Eyes of Minute Seeing Common true
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.