Show Log Entry

Adventure Title
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Session
2
Date Played
2024-06-15 16:30:00 UTC
Levels Gained
GP +/-
30623
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
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: Finden ein Schreiben der Hügelriesen das schreibt das sie neue Ziele gefunden haben und ihre Vorgesätzten zufrieden sein sollten. Loyalitätsbekundung des Frost Riesen Jarl Grugnur zu den König der Feuerriesen, Snurre. contains a map marking the location of the Hall of the Fire Giant King ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 1x Potion of Resistance (Cold) 1x Keoghtoms Ointment 4 Doses 1x Potions of Animal Friendship 2x Potion of Greater Healing 1x Dust of Disappearance 1x Potion of Waterbreathing 1x Potion of Poison 1x Potion of Resistance Fire 1x Potion of diminution 1x Potion of growth 1x potion of speed 1x potion of superior healing 1x potion of storm giant strength 1x oil of slipperiness 1x potion of healing 1x holds a scroll of protection (fiends) 1x scroll of delayed blast fireball 1x scroll of finger of death 1x potion of mind control (frost giant) 1x potion of cloud giant strength. 1x scroll of protection (elementals) 1x spell scroll bearing a 3rd-level cure wounds spell Eleven +1 bolts 1x necklace of fireballs (5 Ladungen) ------------------------------------------------------------------------------------------------------------------------------------------ Magic Items +2 Dagger +2 Chain Mail Belt of Dwarvenkind Figurine of Wondrous Power, Obsidian Steed +1 shield Eleven +1 bolts Two walrus tusks that are trapped (see below), one of which is an ivory-covered bronze horn of Valhalla A suit of +1 plate armor sized for an elf Arrow-Catching Shield +2 longsword. +2 morningstar wand of paralysis a pearl of power Nolzur's Marvelous Pigments Bag of Holding A dwarf and a +1 battleaxe An elf with a long case at its feet (containing a staff of frost) ring of resistance (fire) armor of vulnerability (slashing) Frost Brand greatsword ------------------------------------------------------------------------------------------------------------------------------------------ **Mithras Friendship** These refreshments have been set out to tantalize the giant into submitting to the jarl’s will and becoming his leman, but she has not been won over—quite the opposite is true. Being subjected to this durance vile makes her a friend to any who rescue her, although she despises evil. Thus, the presence of evil characters in the party will cause her to fulfill her obligation as quickly as possible and depart. **By contrast, she might strike up a long-term friendship with a party of good-aligned characters.** ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Belt of Dwarvenkind Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Belt Of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: - Your Constitution score increases by 2, to a maximum of 20. - You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: - You have advantage on saving throws against poison, and you have resistance against poison damage. - You have darkvision out to a range of 60 feet. - You can speak, read, and write Dwarvish.
Dagger +2 Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Dagger +2 Melee weapon (simple, dagger), rare You have a +2 bonus to attack and damage rolls made with this weapon.
Chain Mail +2 Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Chain Mail +2 Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
Obsidian Steed Figurine of Wondrous Power Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Obsidian Steed Figurine of Wondrous Power Wondrous item, very 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. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Shield +1 Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl 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.
Bronze Horn of Valhalla Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Bronze Horn of Valhalla Wondrous item, very rare (requires proficiency with medium armor) Two walrus tusks that are trapped, one of which is an ivory-covered bronze horn of Valhalla You can use an action to blow this horn. In response, 4d4+4 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. 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.
Plate Armor +1 Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Plate Armor +1 Armor (heavy), rare A suit of +1 plate armor sized for an elf You have a +1 bonus to AC while wearing this armor.
Arrow-Catching Shield Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Arrow-Catching Shield Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Longsword +2 Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Longsword +2 Melee weapon (martial, longsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon.
Morningstar +2 Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Morningstar +2 Melee weapon (martial, morningstar), rare You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wand of Paralysis Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Wand of Paralysis Wand, rare (requires attunement by a spellcaster) 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.
Pearl of Power Uncommon DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
Nolzur's Marvelous Pigments Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Nolzur's Marvelous Pigments Wondrous item, very rare 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.
Bag Of Holding Uncommon DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Bag Of Holding Wondrous item, uncommon The box has properties similar to those of a bag of holding—although the container is but 10 inches long by 6 inches wide and 4 inches deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Battleaxe +1 Uncommon DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Battleaxe +1 Melee weapon (martial, battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon.
Staff of Frost Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Staff of Frost Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Ring of Resistance (Fire) Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Ring of Resistance (Fire) Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
Armor Of Vulnerability (Slashing) Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl false
Armor Of Vulnerability (Slashing) Armor (plate, heavy), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or **slashing**. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Plate. 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. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
Frost Brand Greatsword Very Rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl true
Frost Brand Greatsword Weapon (Greatsword), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.