Show Log Entry

Adventure Title
DDEX1-11 Dark Pyramid of Sorcerers' Isle
Session
Date Played
2025-07-28 23:01:00 UTC
Levels Gained
GP +/-
-34
Downtime +/-
10.0
Location Played
Online
DM Name
Liam
DM DCI Number
AL Triden
Notes
Dfakehero, Naoyu, human monk 10 Phated, Veirune, dragonborn cleric 10 Gish, Mythamyr, gnome, sorcbardlockdruid 10 Kiba, Leaf, Tabaxi Monk 8 Rollungfury, Ronden, artificer 8 Simira, Grusk, ranger 6 Password Sycamore Twilight -400 GP breastplate Wizard Yarash, build large silver pyramid and experiemented. River is toxic, nobody could survive. Many have explored the pyramid, none returned. Welsea Parenthe, find source of contamination. Goodberries for everyone. Cultists attacking. Maze with moving walls. Dead body. Cultists/adventuring party? Chimera, changed form. Mutated Lizardfolk, probably friendly, killed. More cultists, Thayan wizard. Slaad.

Magic Items

Name Rarity Location Table Result Counts?
Horn of Blasting (R) Rare DDEX1-11 Dark Pyramid of Sorcerers' Isle true
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.