Show Log Entry
Adventure Title
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Session
Date Played
2021-10-28 16:20:00 UTC
2021-10-28 16:20:00 UTC
Levels Gained
1
1
GP +/-
2200
2200
Downtime +/-
-160.0
-160.0
Location Played
DM Name
DarthPenance#6916
DarthPenance#6916
DM DCI Number
Notes
down to 8 potions of healing, charm of vitality a potion of cloud giant strength\ acquired SC of teleport, anitmagic field, and potion of speed acuired Belt of Storm Giant Strength rebuild and chose pact of the talisman. replaced thirsting blade, eldritch SMite, and life drinker invocations with protection of the talisman, trickster's Escape, and beguiling Insfluence. Replaced Persuasion prof with Religion Prof did hall of mirth story awards and hall of omen Death's End You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb) Hall of Mirth Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation.
down to 8 potions of healing, charm of vitality a potion of cloud giant strength\ acquired SC of teleport, anitmagic field, and potion of speed acuired Belt of Storm Giant Strength rebuild and chose pact of the talisman. replaced thirsting blade, eldritch SMite, and life drinker invocations with protection of the talisman, trickster's Escape, and beguiling Insfluence. Replaced Persuasion prof with Religion Prof did hall of mirth story awards and hall of omen Death's End You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb) Hall of Mirth Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Belt of Storm Giant Strength | Legendary | true | |||
| The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. | |||||