Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal Against the Giants
DDHC-TYP Tales from the Yawning Portal Against the Giants
Session
Date Played
2021-10-31 12:05:00 UTC
2021-10-31 12:05:00 UTC
Levels Gained
0
0
GP +/-
16754
16754
Downtime +/-
10.0
10.0
Location Played
DM Name
Marc Lucksch
Marc Lucksch
DM DCI Number
5203740222
5203740222
Notes
1x Wyvern Skin
1x Wyvern Skin
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Frostbrand Greatsword | Very Rare | true | |||
Weapon (any sword), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. | |||||
+2 Dagger | Rare | true | |||
+2 Chainmail | Very Rare | true | |||
Iron Bands of Bilarro | Rare | true | |||
Periapt of Wound Closure | Uncommon | true | |||
Bag of Holding (Box) | Uncommon | true | |||
A small iron casket among the oni’s belongings holds a gift to the Lord of Oni—a trick box made out of eighteen plates of platinum, eighteen plates of electrum, and eighteen plates of silver. The box is opened by sliding certain plates on the left side, then the top, then the right side in a particular sequence. The correct order is platinum–electrum–silver on each end, and silver–electrum–platinum on the top. The box has properties similar to those of a bag of holding—although the container is but 10 inches long by 6 inches wide and 4 inches deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. | |||||
+1 Shield | Uncommon | true | |||
Ivory Bronze Horn of Valhalla | Rare | true | |||
Two walrus tusks that are trapped (see below), one of which is an ivory-covered bronze horn of Valhalla. You can use an action to blow this horn. In response, Warrior spirits from the Valhalla appear within 60 feet of you. They use the Statistics of a Berserker. They return to Valhalla after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Proficiency with all simple Weapons 76-90 Bronze 4d4 + 4 Proficiency with all Medium Armor 91-00 Iron 5d4 + 5 Proficiency with all martial Weapons If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. | |||||
+1 Plate Armor | Rare | true | |||
Longsword +2 | Rare | true | |||
Morning Star +2 | Rare | true | |||
Arrow Catching Shield | Rare | true | |||
Pearl of Power | Common | true | |||
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) You can use an action to speak this pearl’s command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. | |||||
Wand of Paralysis | Rare | true | |||
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. Make a ranged attack roll against that creature using your spell attack bonus. On a hit, the target is paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. No Attack Role but dc 15 con safe | |||||
Nolzur’s Marvelous Pigments | Very Rare | true | |||
Nolzur’s Marvelous Pigments Wondrous item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |