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Adventure Title
DDHC-TYP Tales from the Yawning Portal-Against the Giants
Tier
3
Session
3
Date Played
2018-12-23 16:53:00 UTC
ACP
4
TCP
-12
GP +/-
-900
Downtime
10.0
Renown
1.0
Location Played
Fantasy Grounds
DM Name
David Shetter
DM DCI Number
323652284
Notes
-20 TCP + 8 TCP earned = -12 TCP Potion of Dimunitation Consumable unlocks: Potion Extra Healing, Potion of Fire Reistance, Potion of Diminutation, Potion of Growth, Scroll Greater Healing Copied 6th level spells from a wizard's spellbook at the table: Chain Lightning (evocation), Contingency (evocation), Create Undead, Globe of Invulnerability, 900 gp

Magic Items

Name Rarity Location Table Result Counts?
Gloves of Thievery Uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants F true
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand checks and Dexterity checks made to pick locks
Daern's Instant Fortress Rare DDHC-TYP Tales from the Yawning Portal Against the Giants G true
You can use an action to place this l-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses ir. which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking lOdlO bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically