Show Log Entry

Adventure Title
DDHC-TYP-7 Tomb of Horror
Tier
3
Session
2
Date Played
2019-08-23 18:30:00 UTC
ACP
2.5
TCP
5
GP +/-
Downtime
6.25
Renown
0.625
Location Played
Online (Roll-20 + Discord)
DM Name
Casper Kirketerp-Helenius
DM DCI Number
#6081040898
Notes
*Slow Progression* Oil of Sharpness, Potion of Cloud Giant Strength, Potion of Superior Healing Spell Scroll of Leomunds Tiny Hut and Dragon's Breath

Magic Items

Name Rarity Location Table Result Counts?
Bracers of Defense Rare G 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. **Table:** G **Price:** 20 tier 2 TCP
Defender Legendary I 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. **Table:** I **Price:** 24 tier 3/4 TCP
Sword of Vengeance Uncommon F true
**Weapon (any sword), uncommon (requires attunemer)** 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. **Table:** F **Price:** 16 tier 1 TCP
Berserker Axe Rare G 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. **Table:** G **Price:** 20 tier 2 TCP
Spear of Backbiting Very Rare G true
**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 hie. Afte r you throw it and it hits or misses, it flies back co 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. **Table:** G **Price:** 20 tier 2 TCP
Manual of Quickness of Action Very Rare H 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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. **Table:** H **Price:** 20 tier 3/4 TCP
Ring of Regeneration Very Rare H 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. **Table:** H **Price:** 20 tier 3/4 TCP
Rod of alertness Very Rare H true
**Rod, very rare (requires attunement)** This rod has a flanged head and the following properties. **Alertness.** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. **Spells.** While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. **Protective Aura.** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. **Table:** H **Price:** 20 tier 3/4 TCP
Staff of Charming Rare G true
**Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)** While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. **Table:** G **Price:** 20 tier 2 TCP
Periapt of Proof against Poison Rare G true
**Wondrous Item, rare** This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. **Table:** G **Price:** 20 tier 2 TCP
Cloak of Arachnida Very Rare H true
**Wondrous Item, very rare (requires attunement)** This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. **Table:** H **Price:** 20 tier 3/4 TCP