Show Log Entry
Adventure Title
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Session
Date Played
2024-06-23 12:25:00 UTC
2024-06-23 12:25:00 UTC
Levels Gained
GP +/-
58933
58933
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
Notes
# Teilnehmer (16) Echo - Yoshi - Tabaxi - Hexblade Warlock 4 / Samurai Fighter 12 - Lords Alliance (16) Marcelinho700 - Leo - High Elf - Assassin Rogue 11 / Gloom Stalker Ranger 5 - 90ft Darkvision - none (16) C0ldW0lf - Corellius - TCL (Aasimar/Tiefling) - Sorcerer 10/Paladin 6 (16) I_never_exist - Jarro Greyward - Kenku - Necromancer Wizard 16 - none (14) Lamianyu (Alina) - Merla Spitzfuß - Halfling (Burly) - Fighter 11 / Paladin 3 - none # Loot Twelve potions 2x Potion of Invulnerability 2x Potion of Flying 2x Potion of Mind Reading 2x Potion of Gaseous Form 2x Potion of Cloud Giant Strength Potion of Heroism Potion of Polychromy Six spell scrolls, each of a wizard spell of 5th level or lower Spell Scrolls of Charm Monster, Spell Scroll of Cone of Cold Spell Scroll of Steel Wind Strike Spell Croll of Dawn Spell Scroll of Bigby's Hand Spell Scroll of Revivify One magic ring, one magic rod, one magic staff, and three wondrous items Ring of Regeneration Rod of the Pact Keeper +3 Staff of Power Obsidian Steed Figurine of Wondrous Power Belt of Fire Giant Strength Animated Shield
# Teilnehmer (16) Echo - Yoshi - Tabaxi - Hexblade Warlock 4 / Samurai Fighter 12 - Lords Alliance (16) Marcelinho700 - Leo - High Elf - Assassin Rogue 11 / Gloom Stalker Ranger 5 - 90ft Darkvision - none (16) C0ldW0lf - Corellius - TCL (Aasimar/Tiefling) - Sorcerer 10/Paladin 6 (16) I_never_exist - Jarro Greyward - Kenku - Necromancer Wizard 16 - none (14) Lamianyu (Alina) - Merla Spitzfuß - Halfling (Burly) - Fighter 11 / Paladin 3 - none # Loot Twelve potions 2x Potion of Invulnerability 2x Potion of Flying 2x Potion of Mind Reading 2x Potion of Gaseous Form 2x Potion of Cloud Giant Strength Potion of Heroism Potion of Polychromy Six spell scrolls, each of a wizard spell of 5th level or lower Spell Scrolls of Charm Monster, Spell Scroll of Cone of Cold Spell Scroll of Steel Wind Strike Spell Croll of Dawn Spell Scroll of Bigby's Hand Spell Scroll of Revivify One magic ring, one magic rod, one magic staff, and three wondrous items Ring of Regeneration Rod of the Pact Keeper +3 Staff of Power Obsidian Steed Figurine of Wondrous Power Belt of Fire Giant Strength Animated Shield
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Gem of Seeing | Rare | DDHC-TYP - Tomb of Horrors | true | ||
This gem has 3 charges. As an action, you can speak the gem’s command word and 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. | |||||
Ring of Protection | Rare | DDHC-TYP - Tomb of Horrors | true | ||
You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Bag of Holding | Uncommon | DDHC-TYP - Tomb of Horrors | true | ||
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | |||||
Sword of Vengeance | Uncommon | DDHC-TYP - Tomb of Horrors | true | ||
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 | Rare | DDHC-TYP - Tomb of Horrors | true | ||
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. | |||||
Defender | Legendary | DDHC-TYP - Tomb of Horrors | true | ||
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. | |||||
Staff of Power | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
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 (Very Rare). 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. | |||||
Obsidian Steed Figurine of Wondrous Power | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
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 (Very Rare). 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. | |||||
Belt of Fire Giant Strength | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants | |||||
Animated Shield | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. AC: 2 | |||||
Rod of the Pact Keeper +3 | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. 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. | |||||
Ring of Regeneration | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
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. | |||||
Spear of Backbiting | Very Rare | DDHC-TYP - Tomb of Horrors | true | ||
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. |