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Adventure Title
DDHC-QftIS-01 The Lost City
Session
3
Date Played
2025-09-17 19:28:00 UTC
Levels Gained
GP +/-
802
Downtime +/-
10.0
Location Played
Roll20
DM Name
JinxedBear
DM DCI Number
982345456
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (3) Marcelinho700 - Doran Flammenbart - Dwarf - Monk - none (3) Arikatzi - Yildrash Lorarann - Dragonborn - Ranger lvl 2 - none (3) C0ldW0lf - Giuseppe di Castelli - Human - Fighter 2 - di Castelli Handelsimperium (3) Echo - Three Kobolds in a Trenchcoat - Kobold - Warlock 2 (Später dazu 1 Level Fighter / 1 Level Bard) - None (3) Zitzus - Thokk - Orc - Barbarian 2 - None ------------------------------------------------------------------------------------------------------------------------------------------ Info: Therisina, die Magdt der Königin sieht den König Zanobis mit Liebevoller Bewunderung (Liebt ihen offensichtlich), in einen der Fresken an die ihre Gruft zieren. König Alendria, Königin Zanobis, ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 802gp Trinket: A ring of keys for forgotten locks 1x Potion of Invisibility 1x Potion of Greater Healing 1x Potion of Poison ------------------------------------------------------------------------------------------------------------------------------------------ Charm of Heroism This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Paralysis Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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. ------------------------------------------------------------------------------------------------------------------------------------------ Rapier +1 Melee weapon (martial, rapier), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. ------------------------------------------------------------------------------------------------------------------------------------------ Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Spiritual Inhabitation. Ein Charakter, der das Gewand berührt, muss einen DC 16 Charisma-Wettkampf ablegen. Bei einem misslungenen Schutzwurf übernimmt der Geist von Demetrius den Körper des Charakters und die Robe hört auf zu leuchten. Bei einem erfolgreichen Schutzwurf widersteht der Charakter dem Geist, der 24 Stunden lang nicht versuchen kann, den Charakter zu bewohnen. Während er einen Wirt bewohnt, verhält sich Demetrius wie ein übermächtiger Passagier und kann von keinem Angriff, Zauber oder anderen Effekt getroffen werden, außer von denen, die Untote verwandeln. Der Wirt behält die Kontrolle über seine Handlungen, aber er kann Demetrius in seinem Geist hören. Der Wirt erbt außerdem den folgenden Makel: "Ich werde vor nichts zurückschrecken, um mich an Darius zu rächen." Als Aktion kann ein von Demetrius bewohnter Wirt den Geist bitten, einen der folgenden Zauber zu wirken (Zauberschutz DC 13), die keine materiellen Komponenten erfordern: Command, Find Traps, or Lesser Restoration. Sobald Demetrius einen dieser Zauber gewirkt hat, kann er diesen Zauber bis zur nächsten Morgendämmerung nicht erneut wirken. ------------------------------------------------------------------------------------------------------------------------------------------ verbraucht: -1x Potion of Healing ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Cloak of Protection Uncommon DDHC-QftIS-01 The Lost City true
Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak.
Wand of Paralysis Rare DDHC-QftIS-01 The Lost City true
Wand of Paralysis Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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.
Rapier +1 Uncommon DDHC-QftIS-01 The Lost City true
Rapier +1 Melee weapon (martial, rapier), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.