Show Log Entry

Adventure Title
DDHC-TYP-6 - Against the Giants
Session
3
Date Played
2024-07-20 14:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
3x Superior healing, 2x Potion of Speed, 4x Potions of Fire Resistance, 1x Potion of Clairvoyance, 1x Planeshift, 1x Simulacrum, 1x Arcane Eye, 1x Fire Shield, 1x Dominate Person, 1x Passwall, 1x Legend Lore, 1x Time Stop, 1x Chime of Opening, 1x Bag of Beans (9 Beans), 1x Bead of Force (4 Beads), 1x Oil of Etherealness, 1x Elixir of Health, 1x Bolt of Holding, 1x Bolt of Binding, 1x Bolt of Vapors

Magic Items

Name Rarity Location Table Result Counts?
Dragon Slayer Rapier Rare DDHC-TYP-6 - Against the Giants false
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.
Brazier of Commanding Fire Elementals Rare DDHC-TYP-6 - Against the Giants false
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.
+2 Plate Armor Very Rare DDHC-TYP-6 - Against the Giants false
Heavy armor, very rare Major tier 65 lb. AC 18 You have a +2 bonus to AC while wearing this armor. 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. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Portable Hole Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare Minor tier This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Staff of Swarming Insects Rare DDHC-TYP-6 - Against the Giants false
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.
+2 Shortsword Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, melee weapon 2 lb. 1d6 piercing - finesse, light You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+1 Hand Crossbow Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, ranged weapon 3 lb. 1d6 piercing - ammunition (30/120 ft.), light, loading You have a +1 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
+2 Whip Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 3 lb. 1d4 slashing - finesse, reach You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Tome of Understanding Very Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, very rare This book contains intuition and insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.