Show Log Entry
Adventure Title
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Session
3
3
Date Played
2026-02-27 23:10:00 UTC
2026-02-27 23:10:00 UTC
Levels Gained
1
1
GP +/-
86676
86676
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
YesAdMan
YesAdMan
DM DCI Number
8319676284
8319676284
Notes
DanW, Jett, aaracockra monk Kknutzen, Ainara, winged aasimar, bard Simira, Ash, tabaxi shadow sorc snooze, shadow, wood elf, rogue Fought Acererak. Lots of gold. First Key found in laboratory. Borrowed component pouch from Shadow. Ash: Detect magic. Orange gem, conjuration magic, incl wish. Slightly warm to touch. Crown and sceptre glow, crown and most of the sceptre with abjuration, except silver end of sceptre which is necromancy. • 3 Potions of Vitality • 3 Potions of Speed • 3 Potions of Supreme Healing • 1 Oil of Sharpness • 2 Potion of Greater Inivisibility • 1 spell scroll each of the following spells: Alustriel's Mooncloak, Circle of Power, Fabri-cate, Leomund's Secret Chest, Passwall, and Scrying • Ring of Necrotic Resistance • Rod of Alertness • Staff of Power • Manual of Quickness of Action • Carpet of Flying (4x6) • Cube of Force Berserkers Greataxe (R-A), Defender Halberd (L-A), Scimitar of Vengeance (U-A), Javelin of Backbiting (VR-A)
DanW, Jett, aaracockra monk Kknutzen, Ainara, winged aasimar, bard Simira, Ash, tabaxi shadow sorc snooze, shadow, wood elf, rogue Fought Acererak. Lots of gold. First Key found in laboratory. Borrowed component pouch from Shadow. Ash: Detect magic. Orange gem, conjuration magic, incl wish. Slightly warm to touch. Crown and sceptre glow, crown and most of the sceptre with abjuration, except silver end of sceptre which is necromancy. • 3 Potions of Vitality • 3 Potions of Speed • 3 Potions of Supreme Healing • 1 Oil of Sharpness • 2 Potion of Greater Inivisibility • 1 spell scroll each of the following spells: Alustriel's Mooncloak, Circle of Power, Fabri-cate, Leomund's Secret Chest, Passwall, and Scrying • Ring of Necrotic Resistance • Rod of Alertness • Staff of Power • Manual of Quickness of Action • Carpet of Flying (4x6) • Cube of Force Berserkers Greataxe (R-A), Defender Halberd (L-A), Scimitar of Vengeance (U-A), Javelin of Backbiting (VR-A)
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Ring of Necrotic resistance (R) | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Ring, Rare You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet. | |||||
| Cube of Force (R-A) | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces Spell Charge Cost Mage Armor 1 Shield 1 Tiny Hut 3 Private Sanctum 4 Resilient Sphere 4 Wall of Force 5 | |||||
| Flying Carpet 4 ft. × 6 ft. 400 lb. 60 feet (VR) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. | |||||
| Manual of Quickness of Action (VR) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. | |||||
| Staff of Power (VR-A) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fireball (level 5 version) 5 Globe of Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. | |||||
| Rod of Alertness (VR-A) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn. | |||||
| Berserkers Greataxe (R-A) | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (Greataxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. | |||||
| Defender Halberd (L-A) | Legendary | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (Halberd), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. | |||||
| Scimitar of Vengeance (U-A) | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (Scimitar), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. | |||||
| Javelin of Backbiting (VR-A) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Spear of Backbiting Weapon (spear or javelin), very rare (requires attunement) 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. | |||||