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Adventure Title
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Session
2
2
Date Played
2023-07-15 14:16:00 UTC
2023-07-15 14:16:00 UTC
Levels Gained
GP +/-
16932
16932
Downtime +/-
10.0
10.0
Location Played
July BMG VDDW Red Carpet
July BMG VDDW Red Carpet
DM Name
Andrew Geesy
Andrew Geesy
DM DCI Number
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Potion of Giant Strength (Storm) | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion, varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity Potion of Hill Giant Strength 21 Uncommon Potion of Frost Giant Strength 23 Rare Potion of Stone Giant Strength 23 Rare Potion of Fire Giant Strength 25 Rare Potion of Cloud Giant Strength 27 Very Rare Potion of Storm Giant Strength 29 Legendary | |||||
| ☐ Potion of Greater Healing | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 | |||||
| ☐ Potion of Superior Healing | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 | |||||
| ☐ Potion of Invisibility | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | |||||
| ☐ Potion of Mind Control (Hill Giant) | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion of Mind Control Potion, rarity varies When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted. A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Potion of... Rarity Mind control (beast) Rare Mind control (humanoid) Rare Mind control (monster) Very rare | |||||
| ☐ Potion of Poison | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion of Poison Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion like a potion of resistance. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. | |||||
| ☐ Battleaxe +1 | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Spell Scroll: Shadowblade (4th Level) | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. Spell Tags: CREATION DAMAGE COMBAT | |||||
| ☐ Folding Boat | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. | |||||
| ☐ Javelin of Lightning | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. | |||||
| ☐ Ring of Mind Shielding | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Ring of Mind Shielding 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. | |||||
| ☐ Shield +1 | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | 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. | |||||
| ☐ Warhammer +1 | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| You have a +1 bonus to attack and damage rolls made with this weapon. | |||||