Show Log Entry
Adventure Title
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Session
4
4
Date Played
2025-07-03 20:15:00 UTC
2025-07-03 20:15:00 UTC
Levels Gained
GP +/-
6857.14
6857.14
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
1875234
1875234
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 10 - EE (10) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 10 (10) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 10 (10) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 10 (10) Eike - Azul Vendris - Gifh - Worrior of Elements lvl 10 ------------------------------------------------------------------------------------------------------------------------------------------ Info: Iggwilv’s treasure rests within, Her curse on any who disturbs it. Seek no further to steal it or To free the one prisoned here, For a fate worse than death is Sure to come to fools who Violate this sacred place. ------------------------------------------------------------------------------------------------------------------------------------------ Calumnus, den schwarzen Drachen besiegt. Drelnza, Tochter der Hexenkönigin of Eath besiegt. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 6982gp 1sp 4cp each 1x Keoghtom's Ointment (5 Ladungen) Eingekauft: 5x Holy Water -125gp ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------ Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ------------------------------------------------------------------------------------------------------------------------------------------ Tasha's Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. ------------------------------------------------------------------------------------------------------------------------------------------ Iggwylv's Horn Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ Demon Skin (Plate Armor) Armor (Plate Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 10 - EE (10) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 10 (10) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 10 (10) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 10 (10) Eike - Azul Vendris - Gifh - Worrior of Elements lvl 10 ------------------------------------------------------------------------------------------------------------------------------------------ Info: Iggwilv’s treasure rests within, Her curse on any who disturbs it. Seek no further to steal it or To free the one prisoned here, For a fate worse than death is Sure to come to fools who Violate this sacred place. ------------------------------------------------------------------------------------------------------------------------------------------ Calumnus, den schwarzen Drachen besiegt. Drelnza, Tochter der Hexenkönigin of Eath besiegt. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 6982gp 1sp 4cp each 1x Keoghtom's Ointment (5 Ladungen) Eingekauft: 5x Holy Water -125gp ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. ------------------------------------------------------------------------------------------------------------------------------------------ Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ------------------------------------------------------------------------------------------------------------------------------------------ Tasha's Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. ------------------------------------------------------------------------------------------------------------------------------------------ Iggwylv's Horn Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. ------------------------------------------------------------------------------------------------------------------------------------------ Demon Skin (Plate Armor) Armor (Plate Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Magic Missiles | Uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | true | ||
Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. | |||||
Manual of Bodily Health | Very Rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | true | ||
Manual of Bodily Health Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
Tasha's Creeping Keelboat | Very Rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | true | ||
Tasha's Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. | |||||
Demon Skin (Plate Armor) | Rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | true | ||
Demon Skin (Plate Armor) Armor (Plate Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. | |||||
Iggwylv's Horn | Rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | true | ||
Iggwylv's Horn Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. |