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Adventure Title
DDAL DDHC-TYP Tomb of Horrors
Session
29
Date Played
2021-01-11 11:00:00 UTC
Levels Gained
1
GP +/-
1600
Downtime +/-
20.0
Location Played
Netheril
DM Name
tortledad#0055
DM DCI Number
21121221221
Notes
Players: Sylvestre Muse, Vortle The Tortle, Grimauld, Quaron Consumables: 1) Potion of Healing (x6) (One for ear, two others will be rolled for) 2) Potion of Supreme Healing (x4) (VR) 3) Potion of Heroism (R) 4) Oil of Sharpness (VR), Potion of Speed (VR), 5) Potion of Growth (U) 6) Potion of Diminution (R) 7) Potion of Longevity (VR) 8) Elixir of Health (R) 9) Potion of Flying (R) Spell scrolls: 1) Alarm (1st, PHB) 2) Cause Fear (1st, XGtE) 3) Silent Image (1st, PHB) 4) Magic Mouth (2nd, PHB) 5) Mind Spike (2nd, XGtE) 6) Nystul's Magic Aura (2nd, PHB) 7) See Invisibility (2nd, PHB) 8) Glyph of Warding (3rd, PHB) 9) Greater Invisibility (4th, PHB) 10) Hold Monster (5th, PHB) 11) Legend Lore (5th, PHB) 12) Planar Binding (5th, PHB) 13) Skill Empowerment (5th, XGtE)

Magic Items

Name Rarity Location Table Result Counts?
Anstruth Harp Very Rare H false
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. 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 use an action to play the instrument and 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical InstrumentActivity DC Identify a tune 10 Improvise a tune 20 Found On: Magic Item Table H
Flail +1 Uncommon false
Sword of Vengeance Uncommon F false
Generic variant, major tier, uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Base items. This item variant can be applied to the following base items: Double-Bladed Scimitar (Double-Bladed Scimitar of Vengeance) Greatsword (Greatsword of Vengeance) Longsword (Longsword of Vengeance) Rapier (Rapier of Vengeance) Scimitar (Scimitar of Vengeance) Shortsword (Shortsword of Vengeance)
Berserker Axe Rare G false
Generic variant, major tier, 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. Base items. This item variant can be applied to the following base items: Battleaxe (Berserker Battleaxe) Greataxe (Berserker Greataxe) Handaxe (Berserker Handaxe)
Ring of Fire Resistance Rare false
Ring of Free Action Rare false
Candle of Invocation (Neutral Good, Lathander) Very Rare H false
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
Carpet of Flying (3 ft. x 5 ft.) Very Rare H true
Wondrous item, major tier, very rare 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. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Rod of Security Very Rare H false
Rod, major tier, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Spear of Backbiting Very Rare false
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.
Staff of Power Very Rare true
Staff, simple weapon, melee weapon, major tier, very rare (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 × 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 Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff 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.
Defender Longsword Legendary I true
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. 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.