Show Log Entry

Adventure Title
DDHC-TYP-6 - Against the Giants
Session
1
Date Played
2024-06-01 14:00:00 UTC
Levels Gained
GP +/-
28601
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
1x potions of water breathing, 1x Potion of Growth, 11x Arrows +1, 1x Potion of Healing, 1x Potion of Poison, 1x Potion of Storm Giant Strength, Keogthoms Ointment (5), 1x Potion of Growth, 1x Potion of Greater Healing, 1x Potion of Superior Healing, 1x Potion of Mind Control (hill giant), 1x Dust of Dryness, 1x Dust of Disappearance, 1x Potion of Animal Friendship, 1x Potion of invisibility, 1x Potion of Water Breathing 1x Elemental Gem, Blue Sapphire 1x Elemental Gem, Emerald 1x Elemental Gem, Red Corundum 1x Elemental Gem, Yellow Diamond

Magic Items

Name Rarity Location Table Result Counts?
+1 Battleaxe Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, melee weapon 4 lb. 1d8 slashing - versatile (1d10) You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Ring of Mind Shielding Uncommon DDHC-TYP-6 - Against the Giants false
Ring, uncommon (requires attunement) Major tier 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.
Javelin of Lightning Uncommon DDHC-TYP-6 - Against the Giants false
Weapon (javelin), uncommon Major tier Simple weapon, melee weapon 2 lb. 1d6 piercing - thrown (30/120 ft.) 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. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Waythe Legendary DDHC-TYP-6 - Against the Giants false
Weapon (greatsword), legendary (requires attunement) Martial weapon, melee weapon 6 lb. 2d6 slashing - heavy, two-handed Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Belt of Fire Giant Strength Very Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, very rare (requires attunement) Major tier While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Gem of Brightness Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Major tier 1 lb. This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Figurine of Wondrous Power, Bronze Griffon Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare Major tier A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Robe of Useful Items Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye lantern (filled and lit) Hempen rope (50 feet, coiled) In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 10 gems worth 100 gp each Wooden ladder (24 feet long) A riding horse with saddle bags Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 4 potions of healing Rowboat (12 feet long) Spell scroll containing the Revivify Spell 2 mastiffs Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach Portable ram
+1 Warhammer Common DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, melee weapon 2 lb. 1d8 bludgeoning - versatile (1d10) You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”
+2 Spear Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Simple weapon, melee weapon 3 lb. 1d6 piercing - thrown (20/60 ft.), versatile (1d8) You have a +2 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
+1 Shield Uncommon DDHC-TYP-6 - Against the Giants false
Armor (shield), uncommon Major tier 6 lb. AC +2 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.
Flame Tongue Greatsword Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare (requires attunement) Martial weapon, melee weapon 6 lb. 2d6 Slashing Heavy, Two‑Handed Mastery: Graze While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.