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Adventure Title
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Session
2
2
Date Played
2025-11-19 18:00:00 UTC
2025-11-19 18:00:00 UTC
Levels Gained
1
1
GP +/-
4030
4030
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Sparetime Gamer
Sparetime Gamer
DM DCI Number
Notes
**Used**: Potion of Greater Healing
**Used**: Potion of Greater Healing
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Horn of Blasting | Rare | DDHC -DD06 - 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 | |||||
| Amulet of Health | Uncommon | DDHC -DD06 - 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. | |||||
| Doss Lute of the Bard | Uncommon | 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. | |||||
| Cube of Summoning | Rare | 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. | |||||