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Adventure Title
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Session
2
2
Date Played
2023-07-15 19:39:00 UTC
2023-07-15 19:39:00 UTC
Levels Gained
GP +/-
26044
26044
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? |
|---|---|---|---|---|---|
| ☐ Plate Armor +1 | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You have a +1 bonus to AC while wearing this armor. | |||||
| ☐ Shield +1 | Uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | |||||
| ☐ Horn of Valhalla (Bronze) | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| 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. | |||||
| ☐ Crossbow Bolt +1 (11) | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. | |||||
| ☐ Potion of Growth | Uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. | |||||
| ☐ Potion of Diminution | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion, rare When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. | |||||
| ☐ Potion of Resistance | Uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. | |||||
| ☐ Chainmail +2 | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You have a +2 bonus to AC while wearing this armor. This chain mail is coated in silver. | |||||
| ☐ Dagger +2 | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You have a +2 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Necklace of Fireballs | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. | |||||
| ☐ Bag of Holding | Uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. | |||||
| ☐ Morning Star +2 | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
| ☐ BattleAxe +1 | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You have a +1 onus to attack and damage rolls made with this magic weapon. | |||||
| ☐ Staff of Frost | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. | |||||
| ☐ Spell Scroll: Protection from Fiends | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. | |||||
| ☐ Potion of Giant Strength (Storm) | Legendary | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion of Giant Strength Potion, rarity 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 Hill giant 21 Uncommon Frost/stone giant 23 Rare Fire giant 25 Rare Cloud giant 27 Very rare Storm giant 29 Legendary | |||||
| ☐ Armor of Vulnerability (Bludgeoning) | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. If you remove the curse you will not have the vulnerability to piercing and slashing damage. | |||||
| ☐ Spell Scroll: Cure Wounds (3rd Level) | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. | |||||
| ☐ Ring of Resistance (Fire) | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. | |||||
| ☐ Spell Scroll: Protection from Elementals | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. | |||||
| ☐ Potion of Speed | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion of Speed Potion, very rare When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. | |||||
| ☐ Potion of Superior Healing | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| ☐ Oil of Slipperiness | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. | |||||
| ☐ Spell Scroll: Delayed Blast Fireball | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. | |||||
| ☐ Spell Scroll: Finger of Death | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. | |||||
| ☐ Nolzur’s Marvelous Pigments (2) | Very Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| 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. | |||||
| ☐ Wand of Paralysis | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | 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. The target must succeed on a DC 15 Constitution saving throw or be 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. | |||||
| ☐ Pearl of Power | Common | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | 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. | |||||
| ☐ Flametongue Shortsword | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. | |||||
| ☐ Spear +2 | Rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | true | ||
| Weapon (any), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||