Show Log Entry
Adventure Title
DDHC-DD-06 Dragon Delves: The Forbidden Vale
DDHC-DD-06 Dragon Delves: The Forbidden Vale
Session
Date Played
2026-01-02 22:40:00 UTC
2026-01-02 22:40:00 UTC
Levels Gained
1
1
GP +/-
4300
4300
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
TitanNorth
TitanNorth
DM DCI Number
Triden
Triden
Notes
GMJace, LilDragon, kobold bladesinger w Lil’izzie Pete, Theven, harengon phantom rogue 10 Krista, Emmeline, halfling wild magic sorc Big Mike, Will, dragonborn stars druid 9 Simira, Rain, water genasi spellfire sorcerer 7 SirGuido, Avery, human, rogue swashbuckler Arborean Springs Druid to get flowers from Forbidden Vale. Never returned. Iblis. Hooded druid catacas? Gunther, dragonborn Windwalk. Ziggurat. Dragon frescos of fires. Githyanki riding dragon. A creche. Skull from adult red dragon. Blaketh, ruler of the githyanki. God? Dragon prowed ship. Treant caretaker Zumzn. Hags, druid in mirror. chili pepper? Rewards • Item rewards: Sword of Vengeance (Greatsword) (U-A) Periapt of Health (U-A) Horn of Blasting (‘R) Silvered Weapon (Spear) (‘C) Mirror of Life Trapping (VR) Cube of Summoning (‘R), Instrument of the Bards (Doss Lute) (U-A) Gold per player: 4300gp each. You also receive 10 days of downtime and may take a level up.
GMJace, LilDragon, kobold bladesinger w Lil’izzie Pete, Theven, harengon phantom rogue 10 Krista, Emmeline, halfling wild magic sorc Big Mike, Will, dragonborn stars druid 9 Simira, Rain, water genasi spellfire sorcerer 7 SirGuido, Avery, human, rogue swashbuckler Arborean Springs Druid to get flowers from Forbidden Vale. Never returned. Iblis. Hooded druid catacas? Gunther, dragonborn Windwalk. Ziggurat. Dragon frescos of fires. Githyanki riding dragon. A creche. Skull from adult red dragon. Blaketh, ruler of the githyanki. God? Dragon prowed ship. Treant caretaker Zumzn. Hags, druid in mirror. chili pepper? Rewards • Item rewards: Sword of Vengeance (Greatsword) (U-A) Periapt of Health (U-A) Horn of Blasting (‘R) Silvered Weapon (Spear) (‘C) Mirror of Life Trapping (VR) Cube of Summoning (‘R), Instrument of the Bards (Doss Lute) (U-A) Gold per player: 4300gp each. You also receive 10 days of downtime and may take a level up.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Instrument of the Bards (Doss Lute) (U-A) | Uncommon | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one 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. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument Doss lute Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison | |||||
| Sword of Vengeance (Greatsword) (U-A) | Uncommon | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Weapon (Greatsword), 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. | |||||
| Periapt of Health (U-A) | Uncommon | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. | |||||
| Horn of Blasting (‘R) | Rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Wondrous Item, Rare 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. | |||||
| Mirror of Life Trapping (VR) | Very Rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Wondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | |||||
| Cube of Summoning (‘R), | Rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. Cube of Summoning 1d6 Spell 1 Summon Aberration 2 Summon Beast 3 Summon Construct 4 Summon Dragon 5 Summon Elemental 6 Summon Fey | |||||
| Silvered Weapon (Spear) (‘C) | Common | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Weapon (Spear), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. | |||||
| Stirring Chromatic Dragon-Touched Focus (R-A) | Rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | true | ||
| Stirring Dragon-Touched Focus Wondrous item, rare (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. It gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls. | |||||