Show Log Entry
Adventure Title
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Session
1
1
Date Played
2023-07-16 16:07:00 UTC
2023-07-16 16:07:00 UTC
Levels Gained
GP +/-
18910
18910
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? |
|---|---|---|---|---|---|
| ☐ Spell Scroll: Friends | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. | |||||
| ☐ Arrows +1 (20) | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +1 bonus to attack and damage rolls made with this magic arrow. | |||||
| ☐ Shield of Missile Attraction | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. | |||||
| ☐ Gem of Seeing (4x6 mirror) | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. | |||||
| ☐ Spell Scroll: Reverse Gravity | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. * - (a lodestone and iron filings) | |||||
| ☐ Potion of Mind Control (Mammal) | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| 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 Mind Control (Fire Giant) | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| 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 Resistance (Fire) | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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. | |||||
| ☐ Spell Scroll: Crown of Stars | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. | |||||
| ☐ Potion of Superior Healing | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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 | |||||
| ☐ Spell Scroll: Darkness | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. | |||||
| ☐ Spell Scroll: Symbol | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. | |||||
| ☐ Spell Scroll: Cure Wounds (4th Level) | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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. | |||||
| ☐ Spell Scroll: True Seeing | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. | |||||
| ☐ Spell Scroll: Zone of Truth | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. | |||||
| ☐ Potion of Invulnerability | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron. | |||||
| ☐ Potion of Mind Reading | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. | |||||
| ☐ Hell Hound Cloak | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. | |||||
| ☐ Javelin of Lightning | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| 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. | |||||
| ☐ Sword of Vengeance (Longsword) | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | |||||
| ☐ Longbow +1 | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +1 bonus to attack and damage rolls made with this magic weapon. | |||||
| ☐ Greataxe +2 | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
| ☐ Arrow of Slaying (Giant) | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. | |||||
| ☐ Cloak of Elvenkind | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | |||||
| ☐ Boots of Elvenkind | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | |||||
| ☐ Tentacle Rod | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. | |||||
| ☐ Spell Scroll: Heroes Feast | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. | |||||
| ☐ Scroll of Protection (Lycanthropes) | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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. | |||||
| ☐ Ring of Shooting Stars | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. | |||||
| ☐ Gauntlets of Ogre Power | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. | |||||
| ☐ Spell Scroll: Gate | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. | |||||
| ☐ Spell Scroll: Firestorm | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. | |||||
| ☐ Spell Scroll: Divine Word | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. | |||||
| ☐ Spell Scroll: Chain Lightning | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. | |||||
| ☐ Spell Scroll: Power Word Pain | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. | |||||
| ☐ Pipes of the Sewers | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. | |||||
| ☐ Spell Scroll: Rary's Telepathic Bond | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence. | |||||
| ☐ Spell Scroll: Word of Recall | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect. | |||||
| ☐ Spell Scroll: Power Word Stun | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. | |||||
| ☐ Spell Scroll: Dawn | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. | |||||
| ☐ Dwarven Plate | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. | |||||
| ☐ Ring of Invisibility | Legendary | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. | |||||
| ☐ Warhammer +1 | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Battleaxe +1 | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Longsword +2 | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Potion of Poison | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| 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. | |||||
| ☐ Brazier of Commanding Fire Elementals | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. | |||||
| ☐ Dragon Slayer (Rapier) | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. | |||||
| ☐ Potion of Supreme Healing | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| ☐ Spell Scroll: Holy Aura | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. | |||||
| ☐ Spell Scroll: Heal | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. | |||||
| ☐ Spell Scroll: Greater Restoration | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target’s attunement to a cursed magic item Any reduction to one of the target’s ability scores One effect reducing the target’s hit point maximum | |||||
| ☐ Shield +1 | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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. | |||||
| ☐ Half-Plate +2 | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to AC while wearing this armor. | |||||
| ☐ Tome of Clear Thought | Very Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
| ☐ Potion of Climbing | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. | |||||
| ☐ Whip +2 | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Shortsword +2 | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Ring of Protection | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
| ☐ Cape of Cold Protection | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| King Snurre's cape requires attunement and grants the wearer resistance to cold damage. | |||||
| ☐ Bolt of Vapors | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| When this bolt is fired, it casts stinking cloud centered on the point it hits. The spell has a spell save DC of 15 and a duration of 1 minute. | |||||
| ☐ Mace +2 | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| You have a +2 bonus to attack and damage rolls made with this weapon. | |||||
| ☐ Bolt of Holding | Uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| When this bolt hits a target, it casts hold person on the target hit with the bolt, as well as up to two other targets within 30 feet of that target. The spell has a spell save DC of 15 and a duration of 1 minute. | |||||
| ☐ Arrow-Catching Shield | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Arrow-Catching Shield Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. | |||||
| ☐ Bolt of Binding | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| When this bolt hits a target, it casts blindness/deafness to bling on the target hit with the bolt, as well as up to two other targets within 30 feet of that target. The spell has a spell save DC of 15 and a duration of 1 minute. | |||||
| ☐ Potion of Water Breathing | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. | |||||
| ☐ Potion of Heroism | Common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Potion, rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. | |||||
| ☐ Staff of Swarming Insects | Rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | true | ||
| Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. | |||||