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Adventure Title
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Session
2
2
Date Played
2025-11-19 19:00:00 UTC
2025-11-19 19:00:00 UTC
Levels Gained
GP +/-
2030
2030
Downtime +/-
10.0
10.0
Location Played
Lost mountains
Lost mountains
DM Name
Sparetime Gamer
Sparetime Gamer
DM DCI Number
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Cube of summoning | Rare | Lost mountains | 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 | |||||
| Doss Lute of the Bards | Uncommon | Lost mountains | 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 | |||||
| Silvered Spear | Common | Lost mountains | 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. Simple Melee Weapon Damage: 1d6 Piercing Properties: Thrown (Range 20/60), Versatile (1d8) Mastery: Sap Weight: 3 lb. Cost: 1 GP | |||||