Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Session
Date Played
2021-12-31 21:00:00 UTC
2021-12-31 21:00:00 UTC
Levels Gained
1
1
GP +/-
69420
69420
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Trava
Trava
DM DCI Number
5320805984
5320805984
Notes
Got: Potion of Greater healing, Potion of Diminution, Potion of Speed, Potion of Fire Giant, Potion of Invis Potion of Flying, Potion of Supreme Healing, Potion of Vitality, Potion of Invurnerabilty, Potion of Heroism Potion of Growth, Potion of Superior Healing, Elixir of Health, Potion of Longlivity Scroll of Steelwind Strike, Scroll of Haste, Scroll of Counterspell, Scroll of Dispel Magic, Scroll of Wall of Force, Scroll of Dimension Door, Dawn, Scroll of Synaptic Static, Scroll of Summon Draconic Spirit Scroll of Hold Monster, Scroll of Pass Wall, Scroll of Greater Invis Scroll of Detect Magic, Scroll of Identify, Scroll of Find Familiar, Scroll of Shield, Scroll of Absorb Elements, Scroll of Knock, Scroll of Invisibilty
Got: Potion of Greater healing, Potion of Diminution, Potion of Speed, Potion of Fire Giant, Potion of Invis Potion of Flying, Potion of Supreme Healing, Potion of Vitality, Potion of Invurnerabilty, Potion of Heroism Potion of Growth, Potion of Superior Healing, Elixir of Health, Potion of Longlivity Scroll of Steelwind Strike, Scroll of Haste, Scroll of Counterspell, Scroll of Dispel Magic, Scroll of Wall of Force, Scroll of Dimension Door, Dawn, Scroll of Synaptic Static, Scroll of Summon Draconic Spirit Scroll of Hold Monster, Scroll of Pass Wall, Scroll of Greater Invis Scroll of Detect Magic, Scroll of Identify, Scroll of Find Familiar, Scroll of Shield, Scroll of Absorb Elements, Scroll of Knock, Scroll of Invisibilty
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Tome of Understanding | Very Rare | Tomb of Horrors | true | ||
This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
Sword of Vengeance Rapier | Uncommon | true | |||
Source: Dungeon Master's Guide 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. | |||||
Flail +1 | Uncommon | true | |||
You have a +1 bonus to Attack and Damage Rolls made with this weapon. | |||||
Efreeti Bottle | Very Rare | true | |||
Wondrous Item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | |||||
Rod of the Pact Keeper +3 | Very Rare | true | |||
Rod of the Pact Keeper, +1, +2, +3 Source: Dungeon Master's Guide Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. 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 Resistance (Fire) | Rare | true | |||
Requires Attunement You have Resistance to fire damage while wearing this ring. | |||||
Ring of Resistance (Psychic) | Rare | true | |||
Requires Attunement You have Resistance to psychic damage while wearing this ring. | |||||
Cape of the Mountebank | Rare | true | |||
This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. | |||||
Staff of Power | Very Rare | true | |||
Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff | |||||
Bracers of Defense | Rare | true | |||
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | |||||
Bag of Holding | Uncommon | 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 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. | |||||
Defender Shortsword | Legendary | true | |||
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. | |||||
Spear of Backbiting | Common | true | |||
Spear of Backbiting Weapon (spear or javelin), 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. | |||||
Ring of Protection | Common | true | |||
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. | |||||
Ring of Feather Falling | Common | true | |||
Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. | |||||
Berserker Axe | Rare | 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. |