Show Log Entry
Adventure Title
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Session
16
16
Date Played
2022-03-02 21:00:00 UTC
2022-03-02 21:00:00 UTC
Levels Gained
1
1
GP +/-
61973
61973
Downtime +/-
10.0
10.0
Location Played
DM Name
Paolo Buted
Paolo Buted
DM DCI Number
1320740875
1320740875
Notes
Players: Beebop @Allan Prometheous @Healing Damage Zargatur @JunM Umexidor @rat Amara @Chibithulhu Urixik @akitoshin Park Jihyo @GreatEnabler Item Rewards: Elixir of Health Potion of Diminution Potion of Fire Giant Strength Potion of Flying Potion of Invisibility Potion of Mind Reading Potion of Supreme Healing Potion of Speed Potion of Invulnerability Potion of Vitality Potion of Waterbreathing Oil of Sharpness 12 Potions of Choice (VR and Below) Potion of Cloud Giant Strength Potion of Frost Giant Strength Potion of Stone Giant Strength Potion of Growth Potion of Gaseous Form Potion of Clairvoyance Potion of Necrotic Resistance Potion of Fire Resistance Potion of Lightning Resistance Potion of Radiant Resistance Potion of Force Resistance Potion of Psychic Resistance Scroll of Wall of Force Scroll of Hold Monster Scroll of Synaptic Static Scroll of Bigsby's Hand Scroll of Far Step
Players: Beebop @Allan Prometheous @Healing Damage Zargatur @JunM Umexidor @rat Amara @Chibithulhu Urixik @akitoshin Park Jihyo @GreatEnabler Item Rewards: Elixir of Health Potion of Diminution Potion of Fire Giant Strength Potion of Flying Potion of Invisibility Potion of Mind Reading Potion of Supreme Healing Potion of Speed Potion of Invulnerability Potion of Vitality Potion of Waterbreathing Oil of Sharpness 12 Potions of Choice (VR and Below) Potion of Cloud Giant Strength Potion of Frost Giant Strength Potion of Stone Giant Strength Potion of Growth Potion of Gaseous Form Potion of Clairvoyance Potion of Necrotic Resistance Potion of Fire Resistance Potion of Lightning Resistance Potion of Radiant Resistance Potion of Force Resistance Potion of Psychic Resistance Scroll of Wall of Force Scroll of Hold Monster Scroll of Synaptic Static Scroll of Bigsby's Hand Scroll of Far Step
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Helm of Brilliance | Very Rare | true | |||
(3 Diamonds, 13 Rubies, 20 Fire Opals, 19 Opals) Wondrous item, very rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm. As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage. As long as The Helm has at least one ruby, you have Resistance to fire damage. As long as The Helm has at least one fire opal, you can use an action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command word again or until you drop or stow the weapon. Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed. | |||||
Ring of Free Action | Rare | true | |||
Rod of the Pact Keeper +3 | Very Rare | true | |||
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. | |||||
Tome of Leadership and Understanding | Very Rare | true | |||
Wondrous item, very rare 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. | |||||
Staff of Power | Very Rare | true | |||
Staff, 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 Rolls but loses all other Properties. On a 20, the staff regains 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 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 | |||||
Figurine of Wondrous Power (Obsidian Steed) | Very Rare | true | |||
Wondrous Item, very rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Notes: Summoning | |||||
Candle of Invocation (Lawful Good) | Very Rare | true | |||
Wondrous Item, very rare (requires attunement) 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 GM chooses the god and associated alignment or determines the alignment randomly. d20 Alignment 1-2 Chaotic evil 3-4 Chaotic neutral 5-7 Chaotic good 8-9 Neutral evil 10-11 Neutral 12-13 Neutral good 14-15 Lawful evil 16-17 Lawful neutral 18-20 Lawful good 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. Notes: Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Advantage: Spell Attacks, Buff, Consumable | |||||
Ring of Protection | Rare | true | |||
Bag of Holding | Uncommon | true | |||
Bracers of Defense | Rare | true | |||
Ring of Feather Falling | Rare | true | |||
Ring of Fire Resistance | Rare | true | |||
Flail +1 | Uncommon | true | |||
Berserker Battleaxe | Rare | true | |||
Carpet of Flying | Very Rare | true | |||
(6" x 4" ft, 60ft. flying) | |||||
Spear of Backbiting | Very Rare | true | |||
Sword of Vengeance (Longsword) | Uncommon | true | |||
Defender Scimitar | Legendary | true |