Show Log Entry

Adventure Title
DDHC-TYP tomb of horrors
Session
1
Date Played
2021-01-22 23:45:00 UTC
Levels Gained
1
GP +/-
800
Downtime +/-
20.0
Location Played
Online
DM Name
Snooze
DM DCI Number
7319085757
Notes
Cal, Kosef h/o barbarian Verlin, Smoke, tabaxi monk HD, Takumi, human, paladin Simira, Sofus, gnome soc TaC, Draks, soc

Magic Items

Name Rarity Location Table Result Counts?
Rod of Absorbion (VR, A) Very Rare Tomb of horrors true
Requires Attunement While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell's Effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Berserker axe (R, A) Rare Tomb of horrors 3 true
Weapon (any axe), rare (requires attunement) You gain a +1 bonus to attack 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 axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Staff of Power (VR, A) Very Rare Tomb of horrors true
Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack Rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. 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 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff
Tome of Charisma (VR) Very Rare Tomb of horrors true
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Carpet of flying 60ft (VR) Very Rare Tomb of horrors true
You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that 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. d100 Size Capacity Flying Speed 01-20 3 ft. x 5 ft. 200 lb. 80 feet 21-55 4 ft. x 6 ft. 400 lb. 60 feet 56-80 5 ft. x 7 ft. 600 lb. 40 feet 81-100 6 ft. x 9 ft. 800 lb. 30 feet A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.
Figurine of wondrous power (R) Rare Tomb of horrors true
Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their Properties are as follows: The goat of traveling can become a Large goat with the same Statistics as a Riding Horse. It has 24 Charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has Charges, you can use it as often as you wish. When it runs out of Charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its Charges. The goat of travail becomes a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terror becomes a Giant Goat for up to 3 hours. The goat can’t Attack, but you can remove its horns and use them as Weapons. One horn becomes a +1 lance, and the other becomes a +2 Longsword. Removing a horn requires an action, and the Weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature Hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. Once it successfully saves against the Effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.
Ring of regeneration (VR, A) Very Rare Tomb true
Requires Attunement While wearing this ring, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.