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Adventure Title
DDHC-TYP Tales from the Yawning Portal-Against the Giants
Tier
3
Session
4
Date Played
2019-01-27 16:51:00 UTC
ACP
4
TCP
8
GP +/-
-6250
Downtime
10.0
Renown
1.0
Location Played
Roll20
DM Name
David Shetter
DM DCI Number
323652284
Notes
Bronze Horn of Vallhalla, 11 +1 bolts, +1 shield, +1 plate armor, Philer of love, Storm Giant Strenth potion, *Superior Healing*, Potion Poison. Philther of Love, *Mind control (mammal)*, Min Control (Fire Giant), Fire Resistance, *Pearl of Power*, Nolzar's Marvelous Pigments, Wand of Paralysis, spell scroll (Resurrection), spell scroll (Regeneratation) Copied: 1st Charm Person, Grease, Thunderwave (125gp 2nd Darkness(e), Levitate, Scorching Ray (e), Silence (250gp) 3rd Sleet Storm, major image, Magic Circle, Fear, Protection from Energy (600gp)(2,800gp) 4th Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Stoneskin, Private Sanctum, Control Water (1200gp) 5th Animate Object, Contact Other Plane, Legend Lore, Telekinesis, Wall of Stone(e) (1125gp) 6th Drawmij's instant summons, eyebite, flesh to stone, Otto's irresistible dance (1200gp) 7th forcecage(e), Mordenkainen's Magnificent Mansion, Prismatic spray (e), Reverse Gravity, Mirage Arcana, Delayed Blast Fireball (e) (1750gp) 6250gp total

Magic Items

Name Rarity Location Table Result Counts?
Pearl of Power Uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants F 16 true
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Snurre' Cape Rare DDHC-TYP Tales from the Yawning Portal Against the Giants G 20 true
ALCC 8.07: Snurre’s cape. This item can be acquired as if it were a rare item on magic item table G Grants resistance to cold damage. Doesn't appear to require attunement.
Ring Mind Shielding Uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants F 16 true
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.
Wand of Paralysis Rare DDHC-TYP Tales from the Yawning Portal Against the Giants G 20 true
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. 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.
Nolzar's Marvelous Pigments (3 pots) Very Rare DDHC-TYP Tales from the Yawning Portal Against the Giants D 16 true
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Bronze Horn of Vallhalla Very Rare DDHC-TYP Tales from the Yawning Portal Against the Giants H 20 true
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Proficiency with all simple weapons 76-90 Bronze 4d4 + 4 Proficiency with all medium armor 91-100 Iron 5d4 + 5 Proficiency with all martial weapons If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.