Show Log Entry

Adventure Title
Against the Giants-Hall of the Fire Giant King
Session
1
Date Played
2022-05-07 23:00:00 UTC
Levels Gained
GP +/-
12287
Downtime +/-
10.0
Location Played
Online
DM Name
MalukuSeito#8961
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
☐ Scroll of Detect Magic Uncommon true
☐ Scroll of Prestidigitation Common true
☐ Potion of Healing Common true
☐ Scroll of Comprehend Languages Uncommon true
☐ Potion of Greater Healing Uncommon true
☐ Potion of Diminution Rare 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 Vitality Very Rare true
Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
☐ Scroll of Mind Blank Uncommon true
☐ Scroll of Tenser's Floating Disk Uncommon true
☐ Scroll of Healing Word Uncommon true
☐ Scroll of Power Word Stun Rare true
☐ Scroll of Teleport Rare true
☐ Scroll of Crown of Stars Rare true
☐ Potion of Resistance (fire) Uncommon 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.
☐ Potion of Mind Control (mammal) Rare true
Potion, 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 Mind Control (fire giant) Very Rare true
Potion, 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
☐ Quiver of Twenty +1 arrows Uncommon true
☐ Piwafi of Cold Resistance Rare true
Wondrous Item, rare (requires attunement) This cloak is a cloak of elvenkind. It also grants you resistance to Cold damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. 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.
☐ Bag of Holding Uncommon true
☐ Mithral Plate Uncommon true
☐ Driftglobe Uncommon true
Wondrous Item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
☐ Cloak of the Manta Ray Uncommon true
Wondrous Item, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
☐ Horseshoes of a Zephyr Very Rare true
Wondrous Item, very rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
☐ Boots of Elvenkind Uncommon 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.
☐ Cloak of Elvenkind Uncommon 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.
☐ Dwarven Plate Very Rare true
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. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
☐ Mirror of Seeing Rare true
(weighing 100 pounds) that functions similarly to a gem of seeing 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.
☐ +1 longbow Uncommon true
☐ Shield of Missile Attraction Rare true
Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. 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.
☐ +1 Shield Uncommon true
☐ +1 Battleaxe Uncommon true
☐ +1 Warhammer Uncommon true
☐ Ring of Invisibility Legendary 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.
☐ Gauntlets of Ogre Power Uncommon 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 19 or higher without them.