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Adventure Title
DDHC-WDH Waterdeep: Dragon Heist, Chapter 4 & 8
Tier
2
Session
5
Date Played
2019-03-08 23:23:00 UTC
ACP
4
TCP
12
GP +/-
Downtime
10.0
Renown
1.0
Location Played
Roll20
DM Name
Jason J
DM DCI Number
3317998776
Notes
Mark of Prestige obtained Gold Returned to Laeral - +8 TCP

Magic Items

Name Rarity Location Table Result Counts?
Robe of the Archmage (Black) Legendary Waterdeep I true
This elegant garment is made from exquisite cloth of black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spells and other magical effects. Your spell save DC and spell attack bonus each increase by 2.
Staff of Power Very Rare Waterdeep H true
Manshoon's Staff
Headband of Intellect Uncommon Waterdeep F true
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Charred Wand of Magic Missiles Uncommon Waterdeep F true
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. Each time a charge is expended, there’s a 50 percent chance that nothing happens and the charge is wasted.