Show Log Entry

Adventure Title
DDHC-SKT Storm King’s Thunder (
Session
1
Date Played
2018-07-30 18:30:00 UTC
XP Gained
11713
GP +/-
16008.33
Downtime +/-
10.0
Renown
1.0
Missions
0
Location Played
Roll 20
DM Name
Matthis Dillmann
DM DCI Number
7318696124
Notes
We met some Giants who wanted to kill an ancient blue dragon. We did it and plundered his hoard: Magic Items: Defender (Great Sword), Eyes of Charming, Shield +1, Amulet of Proof against Detection and Location, Hand Crossbow +2, Giant Slayer (Great Axe), Staff of Thunder and Lighting, Dwarven Thrower.

Magic Items

Name Rarity Location Table Result Counts?
Dwarven Thrower (attunement) Very Rare SKT H 70 true
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged Attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the Attack, the weapon flies back to your hand.
Eyes of Charming (attunement Uncommon SKT F 76 true
These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.
Shield +1 Uncommon SKT F 17 true
While holding this Shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Amulet of Proof against Detection and Location (Attunement) Uncommon SKT F 21 true
While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying sensors.
Handcrossbow +2 Rare SKT G 11 true
You have a +2 bonus to Attack and Damage Rolls made with this weapon. Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way
Giant Slayer (Greatsword) Rare SKT G 44 true
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and Trolls.
Staff of Thunder and Lightning (Attunement) Very Rare SKT H 48 true
Requires Attunement This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Defender (Greatsword, Attunement) Legendary SKT I 2 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.