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Adventure Title
DDHC-TftYP-1 Forge of Fury
DDHC-TftYP-1 Forge of Fury
Session
Date Played
2025-03-16 19:13:00 UTC
2025-03-16 19:13:00 UTC
Levels Gained
1
1
GP +/-
2977.25
2977.25
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
-
-
Notes
Used: Ointment ## Loot 2977,25 GP Pro Spieler 10 DT Days 4x Potion of Healing Potion of Water Breathing 2x Potion of Invisibility 2x Potion of Climbing Potion of Hill Giant Strength Potion of Flying 1x Holy Water 3x Alchemist's Fire Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb Rapier +1 Greataxe +2 bearing Durgeddin’s smith-mark Sheild +1 ### Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. ### 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. Karte zu einer Zitadelle (Sunless Citadel)
Used: Ointment ## Loot 2977,25 GP Pro Spieler 10 DT Days 4x Potion of Healing Potion of Water Breathing 2x Potion of Invisibility 2x Potion of Climbing Potion of Hill Giant Strength Potion of Flying 1x Holy Water 3x Alchemist's Fire Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb Rapier +1 Greataxe +2 bearing Durgeddin’s smith-mark Sheild +1 ### Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. ### 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. Karte zu einer Zitadelle (Sunless Citadel)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Magic Missiles | Common | false | |||
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. | |||||
Greataxe +2 | Rare | DDHC-TftYP-1 Forge of Fury | true |