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Adventure Title
DDHC-DD-06 The Forbidden Vale
DDHC-DD-06 The Forbidden Vale
Session
1
1
Date Played
2025-12-22 18:00:00 UTC
2025-12-22 18:00:00 UTC
Levels Gained
GP +/-
3752.46
3752.46
Downtime +/-
10.0
10.0
Location Played
Online (Roll-20 + Discord)
Online (Roll-20 + Discord)
DM Name
Phated
Phated
DM DCI Number
NA
NA
Notes
**Level up:** Declined **Gold Earned:** 3752,46 gp
**Level up:** Declined **Gold Earned:** 3752,46 gp
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Greatsword of Vengeance | Uncommon | true | |||
| **Weapon (greatsword), uncommon (requires attunement)** You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon 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 weapon, 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 weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature 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 weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. | |||||
| Periapt of Health | Uncommon | true | |||
| **Wondrous Item, uncommon (requires attunement)** While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. | |||||
| Horn of Blasting | Rare | true | |||
| **Wondrous Item, rare** You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn. | |||||
| Cube of Summoning | Rare | 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 | Uncommon | 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. 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 Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute 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. | |||||
| Silvered Spear | Common | 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. | |||||
| Amulet of Proof against Detection and Location | Uncommon | true | |||
| **Wondrous Item, uncommon (requires attunement)** While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it. | |||||