Show Log Entry

Adventure Title
SKT - Chapter 5 : Den of the Hill Giants
Session
70
Date Played
2023-01-03 18:30:00 UTC
Levels Gained
GP +/-
169
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes
Loot: 6x Holy Water - Disguise Kit Kunstgegenstände: - Lebensgroße Halblingstatue (25 GP) - Hut mit Karneolen (250 GP) - goldene Flöte (250 GP) - Blumentopf aus Jade (750 GP) - Puppentheater mit Goldfäden (2500 GP) - elfischen Platinring (100 GP) Conch of Teleportation Gavel of the Venn Rune Doss Lute Münzen aufgeteilt in der Gruppe (mein Anteil:) 1130 Kupfermünzen 486 Silbermünzen 126 Elektrummünzen 46 Goldmünzen

Magic Items

Name Rarity Location Table Result Counts?
Gavel of the Venn Rune Rare SKT - Chapter 5 : Den of the Hill Giants true
Wondrous item, rare (requires attunement) This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest. Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Doss Lute Uncommon SKT - Chapter 5 : Den of the Hill Giants true
Wondrous item, uncommon (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, animal friendship, protection from energy (fire only), protection from poison