Show Log Entry

Adventure Title
DDHC-TYP: Against the Giants
Session
3
Date Played
2021-10-10 10:50:00 UTC
Levels Gained
1
GP +/-
800
Downtime +/-
Location Played
Roll20
DM Name
Maluku
DM DCI Number
5203740222
Notes
LOOT: 800gp Cape of the Mountebank Winged boots Sling of Warning Ring of Mind Shielding

Magic Items

Name Rarity Location Table Result Counts?
Cape of the Mountebank Rare DDHC-TYP: Against the Giants G true
Wondrous Item, rare 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.
Winged boots Uncommon DDHC-TYP: Against the Giants F true
Wondrous Item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Sling of Warning Uncommon DDHC-TYP: Against the Giants F true
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ring of Mind Shielding Uncommon DDHC-TYP: Against the Giants F true
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.