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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
2022-03-05 19:55:00 UTC
2022-03-05 19:55:00 UTC
Levels Gained
GP +/-
11361
11361
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
MalukuSeito
MalukuSeito
DM DCI Number
Notes
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Potion of Giant Strength (Storm) | Legendary | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| 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. | |||||
| ☐ Javelin of Lightning | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | 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. | |||||
| ☐ Potion of Healing (Superior) | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Superior healing Rare 8d4 + 8 Potion, rarity varies 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. | |||||
| ☐ Potion of Invisibility | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Potion, very rare This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. | |||||
| ☐ Potion of Mind Control (Hill Giant)(Monster) | Very Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | 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 Poison | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | 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. | |||||
| ☐ Wand of Enemy Detection | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. 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. | |||||
| ☐ Spear +2 | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. +2 Name Cost Damage Weight Properties Spear 1 gp 1d6 piercing 3 lbs Thrown (range 20/60), Versatile (1d8) | |||||
| ☐ Flame Tongue Short sword (Gem Finding) | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| 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. (A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.) | |||||
| ☐ Warhammer +1 (Giant Sized) | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. | |||||
| ☐ Potion of Water Breathing | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | 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. | |||||
| ☐ Ring of Mind Shielding | Common | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| 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. | |||||
| ☐ Boots of the Winterlands | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Wondrous Item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. | |||||
| ☐ Periapt of Proof against Poison | Rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| Wondrous Item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry | |||||
| ☐ Shield +1 | Uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | true | ||
| 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. | |||||