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Adventure Title
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Session
Date Played
2026-03-14 18:00:00 UTC
2026-03-14 18:00:00 UTC
Levels Gained
GP +/-
1250
1250
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Happy
Happy
DM DCI Number
---
---
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Hat of Wizardry | Common | SJ-DC-HIPS Hiding in Plain Sight | false | ||
| Wondrous Item, Spellcasting Focus, Common (Requires Attunement By a Wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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. | |||||
| Gem of Brightnes | Uncommon | SJ-DC-HIPS Hiding in Plain Sight | false | ||
| Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP. | |||||
| Dizzys Ring | Uncommon | SJ-DC-HIPS Hiding in Plain Sight | false | ||
| Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. | |||||
| Gem of Seeing | Rare | SJ-DC-HIPS Hiding in Plain Sight | false | ||
| Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. | |||||
| Zaras Spellbook | Common | SJ-DC-HIPS Hiding in Plain Sight | false | ||
| Level 1: Detect Magic, Mage Armor, Magic Missile, Shield Level 2: Misty Step, Magic Weapon Level 3: Counterspell, Fly, Dispel Magic Level 4: Greater Invisibility, Ice Storm Level 5: Cone of Cold | |||||