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Adventure Title
Planescape
Session
Date Played
2025-02-08 19:00:00 UTC
Levels Gained
GP +/-
708
Downtime +/-
10.0
Location Played
Roll20
DM Name
JinxedBear
DM DCI Number
Notes
**Endreward: +833GP** <br> **Magic items:** * Brooch of Shielding * Lantern of Revealing * Iron Flask <br> **Buy:** * Level 1 Spell Identify: 50GP **Write:** * Identify: 25GP = -75GP **==> 708GP**

Magic Items

Name Rarity Location Table Result Counts?
Brooch of Shielding Uncommon true
Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Lantern of Revealing Uncommon true
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Iron Flask Legendary true
Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.