Show Log Entry

Adventure Title
DDHC-TYP Tomb of Horrors
Session
Date Played
2020-11-06 20:10:00 UTC
Levels Gained
1
GP +/-
1200
Downtime +/-
Location Played
DM Name
Trava
DM DCI Number
5320805984
Notes
used 1 Greater Healing Potion 3x Potions of Greater Healing 1x Potion of Dimunition 1x potion of speed 1x potion of vitality 1x Potion of Invisability 1x potion of Heroism 1x potion of Flying 1x Potion of Invulnerability used 1x Greater Restoration

Magic Items

Name Rarity Location Table Result Counts?
Spear of Backbititing Very Rare true
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Ring of Evasion Rare true
This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
Figurine of Wonderous Power Obisdian Steed Very Rare true
Instruments of the Bards Anstrump Harp Very Rare true
**An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg. You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Control Weather, Cure Wounds (5th level), Wall of Thorns**
Manual of Bodily Health Very Rare true