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Adventure Title
DDHC-QftIS The Lost City (4 Sessions)
DDHC-QftIS The Lost City (4 Sessions)
Session
Date Played
2025-09-29 23:05:00 UTC
2025-09-29 23:05:00 UTC
Levels Gained
3
3
GP +/-
2407.14
2407.14
Downtime +/-
40.0
40.0
Location Played
Unofficial Roll20 D&D AL Deutschland
Unofficial Roll20 D&D AL Deutschland
DM Name
JinxedBear
JinxedBear
DM DCI Number
000000000
000000000
Notes
#### **Rewards as Player** #### **Bought** #### **Sold** #### **Gained** **2x Charm of Heroism** *Charm This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you.* **Potions** 3x Potion of Healing 1x Potion of Greater Healing 1x Potion of Invisibility 1x Potion of Poison **Spell Scrolls** 1x Comprehend Languages 1x Evards Black Tentacles 1x Levitate **Adventuring Gear** 1x Smiths Tools 1x Golden Thieves Tools #### **Used**
#### **Rewards as Player** #### **Bought** #### **Sold** #### **Gained** **2x Charm of Heroism** *Charm This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you.* **Potions** 3x Potion of Healing 1x Potion of Greater Healing 1x Potion of Invisibility 1x Potion of Poison **Spell Scrolls** 1x Comprehend Languages 1x Evards Black Tentacles 1x Levitate **Adventuring Gear** 1x Smiths Tools 1x Golden Thieves Tools #### **Used**
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Helm of Telepathy | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wondrous item, uncommon (requires attunement) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn. | |||||
| Wand of Secrets | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wand, uncommon 1 lb. This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you. | |||||
| Wand of Magic Detection | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wand, uncommon 1 lb. This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn. | |||||
| Silvered Dagger | Uncommon | DDHC-QftIS The Lost City | true | ||
| Weapon (Dagger), common Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, Light, Thrown (20/60 ft.) Mastery: Nick An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. | |||||
| Silvered Dagger | Common | DDHC-QftIS The Lost City | true | ||
| Weapon (Dagger), common Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, Light, Thrown (20/60 ft.) Mastery: Nick An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. | |||||
| Silvered Dagger | Common | DDHC-QftIS The Lost City | true | ||
| Weapon (Dagger), common Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, Light, Thrown (20/60 ft.) Mastery: Nick An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. | |||||
| Silvered Dagger | Common | DDHC-QftIS The Lost City | true | ||
| Weapon (Dagger), common Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, Light, Thrown (20/60 ft.) Mastery: Nick An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. | |||||
| Spear of Warning | Uncommon | DDHC-QftIS The Lost City | true | ||
| Weapon (Spear), uncommon (requires attunement) Simple weapon, melee weapon 3 lb. 1d6 Piercing Thrown (20/60 ft.), Versatile (1d8) Mastery: Sap As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. | |||||
| +1 Longsword | Uncommon | DDHC-QftIS The Lost City | true | ||
| Weapon (Longsword), uncommon Martial weapon, melee weapon 3 lb. 1d8 Slashing Versatile (1d10) Mastery: Sap You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
| Javelin of Lightning | Uncommon | DDHC-QftIS The Lost City | true | ||
| Weapon (Javelin), uncommon Simple weapon, melee weapon 2 lb. 1d6 Piercing Thrown (30/120 ft.) Mastery: Slow Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn. | |||||
| +1 Rapier | Uncommon | DDHC-QftIS The Lost City | true | ||
| Weapon (Rapier), uncommon Martial weapon, melee weapon 2 lb. 1d8 Piercing Finesse Mastery: Vex You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
| Wand of Paralysis | Rare | DDHC-QftIS The Lost City | true | ||
| Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. 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. | |||||
| Cloak of Protection | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wondrous item, uncommon (requires attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak. | |||||
| Cloak of Elvenkind | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wondrous item, uncommon (requires attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks. | |||||
| Deck of Illusions (24 Cards) | Uncommon | DDHC-QftIS The Lost City | true | ||
| Wondrous item, uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions 1d100 Illusion 01-03 Adult Red Dragon 04-06 Archmage 07-09 Assassin 10-12 Bandit Captain 13-15 Beholder 16-18 Berserker 19-21 Bugbear Warrior 22-24 Cloud Giant 25-27 Druid 28-30 Erinyes 31-33 Ettin 34-36 Fire Giant 37-39 Frost Giant 40-42 Gnoll Warrior 43-45 Goblin Warrior 46-48 Guardian Naga 49-51 Hill Giant 52-54 Hobgoblin Warrior 55-57 Incubus 58-60 Iron Golem 61-63 Knight 64-66 Kobold Warrior 67-69 Lich 70-72 Medusa 73-75 Night Hag 76-78 Ogre 79-81 Oni 82-84 Priest 85-87 Succubus 88-90 Troll 91-93 Warrior Veteran 94-96 Wyvern 97-00 The card drawer | |||||
| +2 Shield | Rare | DDHC-QftIS The Lost City | true | ||
| Shield (shield), rare 6 lb. AC +2 While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC. | |||||
| Scimitar of Speed | Very Rare | DDHC-QftIS The Lost City | true | ||
| Weapon (Scimitar), very rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d6 Slashing Finesse, Light Mastery: Nick You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns. | |||||