Show Log Entry
Adventure Title
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Session
1
1
Date Played
2024-06-01 14:03:00 UTC
2024-06-01 14:03:00 UTC
Levels Gained
GP +/-
22601
22601
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
1875234
1875234
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (16)Raimundo_O - Shi'ndiira Despana - Schadar-Kai - Barbarian 2 Phantom Rogue 14 - Harpers (16) Arikatzi020 - Noriel Aurōrae - Halfelf - Battle Master Fighter lvl 12, Ranger lvl 4 - none (15) Marcelinho700 - Thorin - Standart Human - Life Domain Cleric 15 - none (12)Kiri - Trix Forespell - Stout Halfling - Clockwork Soul Sorcerer 1/ Divination WIzard 11 (15) JinxedBear - Cesare Bonizzi - Human (Yuan-ti) - Armorer Artificer 15 - Order of the Gauntlet ------------------------------------------------------------------------------------------------------------------------------------------ Info: Ein Warhorse für jeden + Pladebarding wurde zu Verfügung gestellt Eclavdra, hat einen neuen Plünderauftrag an die Hillgiants gegeben. (scheint kein Giant zu sein) Haben die Karte für den Frostgiantfestung gefunden (Portkarte) Quinlen Silversong, ist unseren Camp beigetretten. Ein Eisbär wurde von Noriel befreundet und ist teil des Camps. Die Engineerin und das verrückte Huhn sind den Camp beigetreten. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 22601gp 1x Potion of Giant Strength Storm 1x Potion of Poison 1x Keogthoms Ointment 5 Dosen 1x Potion of Healing 1x Dust of Dryness 1x Dust of Disappearance 1x Potion of Animal Friendship 1x Potion of Growth 1x Potion of Greater Healing 1x Potion of Invisibility 1x potion of superior healing 1x potion of mind control (hill giant) 1x potions of water breathing 11x +1 arrows 1x Elemental Gem jeder Farbe einmal 1x Restorative Ointment (5 Ladungen) 1x Gem of Brightness ------------------------------------------------------------------------------------------------------------------------------------------ Magic Items: 1x Robe of Useful Items 1x Figurine of wondrous power, bronze griffon 1x Gloves Of Thievery 1x Javelin of Lightning 1x +2 spear 1x Flame tongue shortsword 1x Ring of mind shielding 1x Battleaxe +1 1x Shield +1 1x Warhammer +1 ------------------------------------------------------------------------------------------------------------------------------------------ Waythe Weapon (greatsword), legendary (requires attunement) Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +3 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. ------------------------------------------------------------------------------------------------------------------------------------------ Belt of Fire Giant Strength Wondrous item, very rare (requires attunement) 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. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (16)Raimundo_O - Shi'ndiira Despana - Schadar-Kai - Barbarian 2 Phantom Rogue 14 - Harpers (16) Arikatzi020 - Noriel Aurōrae - Halfelf - Battle Master Fighter lvl 12, Ranger lvl 4 - none (15) Marcelinho700 - Thorin - Standart Human - Life Domain Cleric 15 - none (12)Kiri - Trix Forespell - Stout Halfling - Clockwork Soul Sorcerer 1/ Divination WIzard 11 (15) JinxedBear - Cesare Bonizzi - Human (Yuan-ti) - Armorer Artificer 15 - Order of the Gauntlet ------------------------------------------------------------------------------------------------------------------------------------------ Info: Ein Warhorse für jeden + Pladebarding wurde zu Verfügung gestellt Eclavdra, hat einen neuen Plünderauftrag an die Hillgiants gegeben. (scheint kein Giant zu sein) Haben die Karte für den Frostgiantfestung gefunden (Portkarte) Quinlen Silversong, ist unseren Camp beigetretten. Ein Eisbär wurde von Noriel befreundet und ist teil des Camps. Die Engineerin und das verrückte Huhn sind den Camp beigetreten. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 22601gp 1x Potion of Giant Strength Storm 1x Potion of Poison 1x Keogthoms Ointment 5 Dosen 1x Potion of Healing 1x Dust of Dryness 1x Dust of Disappearance 1x Potion of Animal Friendship 1x Potion of Growth 1x Potion of Greater Healing 1x Potion of Invisibility 1x potion of superior healing 1x potion of mind control (hill giant) 1x potions of water breathing 11x +1 arrows 1x Elemental Gem jeder Farbe einmal 1x Restorative Ointment (5 Ladungen) 1x Gem of Brightness ------------------------------------------------------------------------------------------------------------------------------------------ Magic Items: 1x Robe of Useful Items 1x Figurine of wondrous power, bronze griffon 1x Gloves Of Thievery 1x Javelin of Lightning 1x +2 spear 1x Flame tongue shortsword 1x Ring of mind shielding 1x Battleaxe +1 1x Shield +1 1x Warhammer +1 ------------------------------------------------------------------------------------------------------------------------------------------ Waythe Weapon (greatsword), legendary (requires attunement) Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +3 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. ------------------------------------------------------------------------------------------------------------------------------------------ Belt of Fire Giant Strength Wondrous item, very rare (requires attunement) 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. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Robe of Useful Items | Uncommon | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Robe of Useful Items 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: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. 1x Silver coffer (1 foot long, 6 inches wide and deep) 1x 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. 1x 10 gems worth 100 gp each 1x Wooden ladder (24 feet long) 1x A riding horse with saddle bags 1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 1x 4 potions of healing 1x Rowboat (12 feet long) 1x Spell scroll containing one spell of 1st to 3rd level 1x 2 mastiffs 1x Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 1x Portable ram | |||||
Warhammer +1 | Uncommon | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Warhammer +1 Melee weapon (martial, warhammer), uncommon Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!” You have a +1 bonus to attack and damage rolls made with this 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. | |||||
Waythe (T4 Lockt) | Legendary | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Waythe Weapon (greatsword), legendary (requires attunement) Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +3 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. | |||||
Belt of Fire Giant Strength | Very Rare | DDHC-TYP-6 - Against the Giants - The Steading | true | ||
Belt of Fire Giant Strength Wondrous item, very rare (requires attunement) 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. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. | |||||
Gloves Of Thievery | Uncommon | DDHC-TYP-6 - Against the Giants - The Steading | true | ||
Gloves Of Thievery Wondrous item, uncommon 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. | |||||
Flame Tongue Shortsword | Rare | DDHC-TYP-6 - Against the Giants - The Steading | true | ||
Flame Tongue Shortsword Melee weapon (martial, shortsword), rare (requires attunement) Minor Propertie: 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. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. 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. | |||||
Battleaxe +1 | Common | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Battleaxe +1 Melee weapon You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
Shield +1 | Common | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Shield +1 Armor (shield), rare While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. 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. | |||||
Bronze Griffon Figurine of Wondrous Power | Rare | DDHC-TYP-6 - Against the Giants - The Steading | true | ||
Bronze Griffon Figurine of Wondrous Power Wondrous item, rare 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 (Rare). 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. | |||||
Ring of Mind Shielding | Uncommon | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Ring of Mind Shielding Ring, uncommon (requires attunement) 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 - The Steading | false | ||
Javelin of Lightning Weapon (javelin), uncommon 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. | |||||
Spear +2 | Rare | DDHC-TYP-6 - Against the Giants - The Steading | false | ||
Spear +2 Melee weapon (simple spear), rare You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range 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 long 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. 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. |