Show Log Entry

Adventure Title
DDHC-TYP Tales from the Yawning Portal
Session
Date Played
2025-01-01 20:30:00 UTC
Levels Gained
GP +/-
40815
Downtime +/-
10.0
Location Played
DungeonCrafts
DM Name
Lolzforlifer
DM DCI Number
Notes
DDHC-TYP Tales from the Yawning Portal (Tomb of Horrors) Date:3/1/2025 4 hours playtime You may gain a level and 10 Downtime days. GP:40,815GP Magic items a defender ( Scimitar) a sword of vengeance (rapier) a berserker axe a spear of backbiting gem of seeing ring of resistance (fire) +1 flail. bag of holding 5 spell scrolls of wall of force 6xpotions of healing 5xpotions of speed 4x potions of greater invisibility 3x oil of sharpness Vicious Weapons: dagger, a vicious halberd, vicious heavy crossbow,Vicious hand crossbow,a vicious longbow manual of quickness of action. potion of diminution Spell scroll of Wall of Force x 2, Circle of Power, Rary's Telepathic Bond, Steel Wind StrikeWall of Force x 2, Circle of Power, Rary's Telepathic Bond, Steel Wind Strike spell scroll of Air Bubble, Augury, Darkvision, Enhance Ability, Gust of Wind, Mirror Image, See Invisibility

Magic Items

Name Rarity Location Table Result Counts?
Vicious Weapon (Halberd) Rare Tomb of Horrors true
Weapon (Halberd), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Defender (Scimitar) Legendary Tomb of Horrors true
Weapon (Scimitar), 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 Notes: Bonus: Magic, Damage, Combat, Warding, Versatile
Sword of Vengeance (Rapier) Rare Tomb of Horrors true
Weapon (Rapier), Rare (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.
Berserker Axe (Greataxe) Rare Tomb of Horrors true
Weapon (Greataxe), 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. Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Bonus: Hit Points per Level, Combat, Cursed, Versatile
Spear of Backbiting Very Rare 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. Magic, Bonus: Weapon Attack Range, Damage: Additional, Damage, Buff, Combat, Cursed, Thrown, Versatile Item Tags: DAMAGE
Gem of Seeing Rare Tomb of Horrors true
Wondrous Item, rare (requires attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Notes: Sense: Truesight
Ring of Resistance (fire) Common Tomb of Horrors true
Ring, Rare (requires Attunement) You have resistance to fire damage while wearing this garnet ring. Notes: Resistance: Fire, Warding, Jewelry
Flail, +1 Common Tomb of Horrors true
Weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat
Bag of Holding Uncommon Tomb of Horrors true
Bag of Holding Uncommon Tomb of Horrors true Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Vicious Weapon (Dagger) Rare Tomb of Horrors true
dagger, a vicious halberd, vicious heavy crossbow,Vicious hand crossbow,a vicious longbow Weapon (Dagger), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Vicious Weapon (Crossbow, Hand) Rare Tomb of Horrors true
Weapon (Crossbow, Hand), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Vicious Weapon (Crossbow, Heavy) Rare Tomb of Horrors true
Weapon (Crossbow, Heavy), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Manual of Quickness of Action Very Rare Tomb of Horrors true
Wondrous Item, very rare This book contains coordination and balance 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 Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. Notes: Bonus: Dexterity Score, Bonus: Ability Score Maximum, Buff
Vicious Weapon (Longbow) Rare Tomb of Horrors true
Weapon (Longbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.