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Magic Items for the Adventure
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## Uncommon+ (3/3): + (R/AT) Sun Blade + (R/AT) Necklace of Prayer Beads + (R/AT) Belt of Hill Giant Strength ## Common (2/5): + Dread Helm + Candle of the Deep ## Consumables (8/10): + 2 Potion of Greater Healing + 1 Potion of Polychromy + 1 Spell Scroll – Levitate + 1 Dust of Sneezing and Choking + 1 Potion of Poison Resistance + Spellwrought Tattoo (1st Level): Absorb Elements + Keoghtom's Ointment ## Erwerb & Verbrauch: **2024-04-10 Descent into the Lost Caverns of Tsojcanth:** + 1 Potion of Greater Healing + 1 Potion of Polychromy + 1 Spell Scroll of Levitate ... **2024-07-26 19:30 FR-DC-FOS-12 Hive in Danger** + 1 Dust of Sneezing and Choking + 1 Potion of Poison Resistance ... **2024-08-07 17:30 DDHC-CM Zikran's Xephyrean Tome** + 1 Potion of Greater Healing ... **2024-08-16 20:00 FR-DC-FOS-13 Dark Connections** + Spellwrought Tattoo (1st Level): Absorb Elements ... **2024-09-03 19:30 FR-DC-FOS-14 Money First** + Keoghtom's Ointment ...

Magic Items

Name Rarity Location Table Result Counts?
Potion of Greater Healing Uncommon true
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Polychromy Uncommon true
*Potion, Uncommon* When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off. The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Spell Scrolls Uncommon true
*Spell Scroll* *Scroll, varies* A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. **** **Levitate** *2nd-Level Transmutation* Casting Time: 1 action Range: 60 feet Components: V, S, Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Potion of Poison Resistance Uncommon true
*Potion, uncommon* When you drink this potion, you gain resistance to poison damage for 1 hour.
Dust of Sneezing and Choking Uncommon true
*Wondrous item, uncommon* Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Spellwrought Tattoo (1st Level): Absorb Elements Common true
*Wondrous item (tattoo), common* Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. **Spell: Absorb Elements** 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Keoghtom's Ointment Uncommon true
*Wondrous item, uncommon* This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.