Show Log Entry
Adventure Title
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Session
1
1
Date Played
2023-03-04 20:20:00 UTC
2023-03-04 20:20:00 UTC
Levels Gained
1
1
GP +/-
38762
38762
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Graham Ward
Graham Ward
DM DCI Number
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Mantle of Spell Resistance | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. | |||||
| ☐ Manual of Golems (Stone) | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, very rare This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. ROLL TABLE TO VTT d20 Golem Time Cost 1-5 Manual of Clay Golems 30 days 65,000 GP 6-17 Manual of Flesh Golems 60 days 50,000 GP 18 Manual of Iron Golems 120 days 100,000 GP 19-20 Manual of Stone Golems 90 days 80,000 GP To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. | |||||
| ☐ Manual of Gainful Exercise | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Wondrous Item, very rare This book describes fitness exercises, 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 Strength 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 Thunder and Lightning | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat | |||||
| ☐ Rod of Absorbtion | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. | |||||
| ☐ Ring of Regeneration | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. | |||||
| ☐ Spell Scroll of Alter Self | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Spell Scroll of Bigby's Hand | Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Spell Scroll of Greater Invisibility | Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Spell Scroll of Mordenkainen's Faithful Hound | Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Spell Scroll of Creation | Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Spell Scroll of Dominate Person | Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Potion of Force Resistance | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. ROLL TABLE TO VTT d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder | |||||
| ☐ Potion of Lightning Resistance | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Potion of Necrotic Resistance | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Potion of Fire Resistance | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Oil of Etherealness | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. | |||||
| ☐ Potion of Diminution | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Potion, rare When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. | |||||
| ☐ Potion of Supreme Healing | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 | |||||
| ☐ Potion of Vitality | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. | |||||
| ☐ Potion of Longevity | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Potion, very rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 +6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened. | |||||
| ☐ Potion of Cloud Giant Strength | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| ☐ Potion of Invisibility | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | |||||
| ☐ Spear of Backbiting | Very Rare | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (spear), very rare (requires attunement) 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. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. | |||||
| ☐ Berserker Axe | Rare | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (any axe), 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. Applicable Weapons: Name Type Damage Properties Handaxe Simple Melee 1d6 slashing Light, thrown (20/60) Battleaxe Martial Melee 1d8 slashing Versatile (1d10) Greataxe Martial Melee 1d12 slashing Heavy, two-handed | |||||
| ☐ Greatsword of Vengeance | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (any sword), 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. Applicable Weapons: Name Type Damage Properties Greatsword Martial Melee 2d6 slashing Heavy, two-handed Longsword Martial Melee 1d8 slashing Versatile (1d10) Rapier Martial Melee 1d8 piercing Finesse Scimitar Martial Melee 1d6 slashing Finesse, light Shortsword Martial Melee 1d6 piercing Finesse, light | |||||
| ☐ Defender Longsword | Legendary | DDHC-TYP Tomb of Horrors | true | ||
| Weapon (any sword), legendary (requires attunement) 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. Applicable Weapons: Name Type Damage Properties Greatsword Martial Melee 2d6 slashing Heavy, two-handed Longsword Martial Melee 1d8 slashing Versatile (1d10) Rapier Martial Melee 1d8 piercing Finesse Scimitar Martial Melee 1d6 slashing Finesse, light Shortsword Martial Melee 1d6 piercing Finesse, light | |||||
| ☐ Potion of Healing (x6) | Uncommon | DDHC-TYP Tomb of Horrors | true | ||
| Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 | |||||