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Adventure Title
DDHC-KftGV - Reach for the Stars
DDHC-KftGV - Reach for the Stars
Session
Date Played
2025-06-28 12:00:00 UTC
2025-06-28 12:00:00 UTC
Levels Gained
1
1
GP +/-
125
125
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Sparetime Gamer
Sparetime Gamer
DM DCI Number
Notes
Spent: 2x Potion of Healing Gained: 4x Potion of Healing 1x Potion of Gaseous Form 1x Phiole mit Oil of Slipperiness 1x Phiole mit einer Dosis Assassin's Blood Poison Mithral Plate Armor
Spent: 2x Potion of Healing Gained: 4x Potion of Healing 1x Potion of Gaseous Form 1x Phiole mit Oil of Slipperiness 1x Phiole mit einer Dosis Assassin's Blood Poison Mithral Plate Armor
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Wand of Magic Missiles | Uncommon | true | |||
| 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. | |||||
| Spell Scroll of Arms of Hadar | Common | false | |||
| Scroll, common Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
| Spell Scroll of Armor of Agathys | Common | false | |||
| Scroll, common Save DC 13, Attack Bonus +5 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
| Ring of Jumping | Uncommon | true | |||
| 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. | |||||