Show Log Entry
Adventure Title
DDHC-TftYP-6-Against the Giants
DDHC-TftYP-6-Against the Giants
Session
1
1
Date Played
2025-08-17 19:30:00 UTC
2025-08-17 19:30:00 UTC
Levels Gained
GP +/-
20254.5
20254.5
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
/
/
Notes
# Loot - 24254.5 GP - -1000GP Heroes Feast Bowl - -3000GP for 6 caskets insanely good wine (see below) - 7 Oil of Slipperiness - 4 Elemental Gem (one of each) - Robe of Usefull Items - 1x Potion of S. Healing - 17x Potions of Greater Healing - 1x Potion of Giant Strength (Storm) - 1x Potion of Invisibility - 1x Potion of Mind Crontrol (Hill Giant) - 2x Potion of Poison - 4x Potion of Water Breathing - Keoghtom's Ointment (4 Charges) - Keoghtom's Ointment (4 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (2 Charges) - Keoghtom's Ointment (2 Charges) - 11x +1 Arrow Spell Scrolls: - 2x Revivify Magic Items - 1x +1 Battleaxe - 1x Daern's Instant Fortress - 1x Eversmoking Bottle - 1x Flame Tongue Shortsword "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." - 1x Headband of Intellect - 1x Javelin of Lightning - 1x Ring of Mind Shielding - 1x +1 Shield - 1x +2 Spear - 1x Tome of Leadership and Influence - 1x +1 Warhammer - 1x Waythe Due to its potency and quality, it has a market value of 500 gp per cask if characters can transport it safely out of the dungeon and back to civilization. A character who tastes the wine must succeed on a DC 15 Constitution or Wisdom saving throw (drinker’s choice) to keep from becoming intoxicated. (One quart is enough to make a giant reel, while a pint will make a human drunk.) On a failed save, the drinker becomes drunk (poisoned) for 1 hour, and must then repeat the saving throw. On a successful save after 1 hour, a character stops drinking and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a character’s drunken state ends, whether after 1 hour or several hours, the drinker suffers one level of exhaustion. Robe of Usefull Items Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 4 Potions of Healing 2 Mastiffs 4 Potions of Healing Portable Ram Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 10 gems worth 100 GP each Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 10 gems worth 100 GP each Bag of 100 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 2 Mastiffs Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
# Loot - 24254.5 GP - -1000GP Heroes Feast Bowl - -3000GP for 6 caskets insanely good wine (see below) - 7 Oil of Slipperiness - 4 Elemental Gem (one of each) - Robe of Usefull Items - 1x Potion of S. Healing - 17x Potions of Greater Healing - 1x Potion of Giant Strength (Storm) - 1x Potion of Invisibility - 1x Potion of Mind Crontrol (Hill Giant) - 2x Potion of Poison - 4x Potion of Water Breathing - Keoghtom's Ointment (4 Charges) - Keoghtom's Ointment (4 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (3 Charges) - Keoghtom's Ointment (2 Charges) - Keoghtom's Ointment (2 Charges) - 11x +1 Arrow Spell Scrolls: - 2x Revivify Magic Items - 1x +1 Battleaxe - 1x Daern's Instant Fortress - 1x Eversmoking Bottle - 1x Flame Tongue Shortsword "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." - 1x Headband of Intellect - 1x Javelin of Lightning - 1x Ring of Mind Shielding - 1x +1 Shield - 1x +2 Spear - 1x Tome of Leadership and Influence - 1x +1 Warhammer - 1x Waythe Due to its potency and quality, it has a market value of 500 gp per cask if characters can transport it safely out of the dungeon and back to civilization. A character who tastes the wine must succeed on a DC 15 Constitution or Wisdom saving throw (drinker’s choice) to keep from becoming intoxicated. (One quart is enough to make a giant reel, while a pint will make a human drunk.) On a failed save, the drinker becomes drunk (poisoned) for 1 hour, and must then repeat the saving throw. On a successful save after 1 hour, a character stops drinking and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a character’s drunken state ends, whether after 1 hour or several hours, the drinker suffers one level of exhaustion. Robe of Usefull Items Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 4 Potions of Healing 2 Mastiffs 4 Potions of Healing Portable Ram Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 10 gems worth 100 GP each Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 10 gems worth 100 GP each Bag of 100 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 2 Mastiffs Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP