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Adventure Title
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Session
Date Played
2024-09-21 20:40:00 UTC
2024-09-21 20:40:00 UTC
Levels Gained
GP +/-
56297
56297
Downtime +/-
20.0
20.0
Location Played
roll20
roll20
DM Name
Echo
Echo
DM DCI Number
000000
000000
Notes
Belohnungen : -- Consumables Spell Scrolls: Planeshift, Simulacrum, Arcane Eye, Fire Shield, Dominate Person, Passwall, Legend Lore, Time Stop, Word of Recall, Gate, Divine Word, Greater Restoration, Darkness, Cure Wounds (4th Level), Zone of Truth, True Seeing, Symbol, Find Familiar, Time Stop, Legend Lore, Modify Memory, Far Step, Wall of Force, Dawn, Creation, Create Spelljamming Helm 6 Cleric Spell Scrolls: True Ressurection, Anti Magic Field, Ressurection, Plane Shift, Heroes Feast, Heal 5x Potions of Fire Resistance 1x Bag of Beans (9 Beans) 1x Chime of Opening 1x Bead of Force (4 Beads) 1x Oil of Etherealness 1x Elixir of Health 1x Potion of Clairvoyance 2x Potion of Speed 4x Potion of Superior Healing 1x Bolt of Vapors 1x Bolt of Blinding 1x Bolt of Holding 40x +1 Arrows 1x Giant Slayer Arrow 1x Potion of Poison 2x Potion of Mind Control (Fire Giant) 1x Potion of Mind Control (Memmles) 1x Potion of Growth 1x Potion of Heroism 1x Scroll of Protection (Lycanthrope) 1x Potion of Healing 1x Potion of Diminution 1x Potion of Dragons Majesty (Red, Black, Gold, Amethyst one of each) 1x Potion of Mind Reading 1x Potion of Invulnerability 1x Potion of Speed 7x Bead of Force 6x Bag of Beans 1x Elixir of Health 1x Potion of Clairvoyance Magic Items 1x Plate +2 1x Brazier of Commanding Fire Elementals 1x Dragon Slayer (Rapier) 1x Portable Hole 1x Tome of Clear Thought 1x Handcrossbow +1 1x Shortsword +2 1x Whip +2 1x Staff of Swarming Insects 3x Tentacle Rod 2x Cloak of Elvenkind 2x Boots of Elvenkind 1x Mace +2 1x Headsman Axe (Greataxe +2) (3d12 Damage) (Needs 25STR) 1x Ring of Shooting Stars 1x Dwarven Plate 1x Shield +1 1x Battleaxe +1 1x Warhammer +1 1x Ring of Invisibility 1x Cape of Cold Resistance (Rare) 1x Ring of Protection 1x Longbow +1 1x Hell Hound Cloak (Cursed) 1x Sword of Vengeance (Greatsword) 1x Javelin of Lightning 1x Greataxe +2 2x Bag of Holding 1x Driftglobe 1x Mithral Plate Armor 1x Mariners Plate Armor 1x Portable Hole 1x Chime of Opening 1x Pistol +2
Belohnungen : -- Consumables Spell Scrolls: Planeshift, Simulacrum, Arcane Eye, Fire Shield, Dominate Person, Passwall, Legend Lore, Time Stop, Word of Recall, Gate, Divine Word, Greater Restoration, Darkness, Cure Wounds (4th Level), Zone of Truth, True Seeing, Symbol, Find Familiar, Time Stop, Legend Lore, Modify Memory, Far Step, Wall of Force, Dawn, Creation, Create Spelljamming Helm 6 Cleric Spell Scrolls: True Ressurection, Anti Magic Field, Ressurection, Plane Shift, Heroes Feast, Heal 5x Potions of Fire Resistance 1x Bag of Beans (9 Beans) 1x Chime of Opening 1x Bead of Force (4 Beads) 1x Oil of Etherealness 1x Elixir of Health 1x Potion of Clairvoyance 2x Potion of Speed 4x Potion of Superior Healing 1x Bolt of Vapors 1x Bolt of Blinding 1x Bolt of Holding 40x +1 Arrows 1x Giant Slayer Arrow 1x Potion of Poison 2x Potion of Mind Control (Fire Giant) 1x Potion of Mind Control (Memmles) 1x Potion of Growth 1x Potion of Heroism 1x Scroll of Protection (Lycanthrope) 1x Potion of Healing 1x Potion of Diminution 1x Potion of Dragons Majesty (Red, Black, Gold, Amethyst one of each) 1x Potion of Mind Reading 1x Potion of Invulnerability 1x Potion of Speed 7x Bead of Force 6x Bag of Beans 1x Elixir of Health 1x Potion of Clairvoyance Magic Items 1x Plate +2 1x Brazier of Commanding Fire Elementals 1x Dragon Slayer (Rapier) 1x Portable Hole 1x Tome of Clear Thought 1x Handcrossbow +1 1x Shortsword +2 1x Whip +2 1x Staff of Swarming Insects 3x Tentacle Rod 2x Cloak of Elvenkind 2x Boots of Elvenkind 1x Mace +2 1x Headsman Axe (Greataxe +2) (3d12 Damage) (Needs 25STR) 1x Ring of Shooting Stars 1x Dwarven Plate 1x Shield +1 1x Battleaxe +1 1x Warhammer +1 1x Ring of Invisibility 1x Cape of Cold Resistance (Rare) 1x Ring of Protection 1x Longbow +1 1x Hell Hound Cloak (Cursed) 1x Sword of Vengeance (Greatsword) 1x Javelin of Lightning 1x Greataxe +2 2x Bag of Holding 1x Driftglobe 1x Mithral Plate Armor 1x Mariners Plate Armor 1x Portable Hole 1x Chime of Opening 1x Pistol +2
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Longbow +1 | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Greataxe +2 | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Pistol +2 | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Plate +2 | Very Rare | DDHC-TYP-6 - Against the Giants | true | ||
Armor, +1, +2, or +3 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. | |||||
Brazier of Commanding Fire Elementals | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. | |||||
Dragon Slayer (Rapier) | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Dragon Slayer Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. | |||||
Portable Hole | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Portable Hole Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This strange folded cloth reflects no light and feels like air in the hand. When unfolded there is a slight smell of briny water in the air. | |||||
Mariners Plate Armor | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Armor (light medium or heavy), uncommon While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. | |||||
Tome of Clear Thought | Very Rare | DDHC-TYP-6 - Against the Giants | true | ||
Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
Handcrossbow +1 | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Shortsword +2 | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Whip +2 | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Mace +2 | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Staff of Swarming Insects | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. | |||||
Tentacle Rod | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Tentacle Rod Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. | |||||
Cloak of Elvenkind | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | |||||
Boots of Elvenkind | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. | |||||
Headsman Axe (Greataxe +2) (3d12 Damage) (Needs 25STR) | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Ring of Shooting Stars | Very Rare | DDHC-TYP-6 - Against the Giants | true | ||
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. | |||||
Dwarven Plate | Very Rare | DDHC-TYP-6 - Against the Giants | true | ||
Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. | |||||
Shield +1 | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Shield +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. | |||||
Battleaxe +1 | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Warhammer +1 | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. | |||||
Ring of Invisibility | Legendary | DDHC-TYP-6 - Against the Giants | true | ||
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. | |||||
Cape of Cold Resistance (Rare) | Rare | DDHC-TYP-6 - Against the Giants | true | ||
King Snurre's cape requires attunement and grants the wearer resistance to cold damage. | |||||
Ring of Protection | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Hell Hound Cloak (Cursed) | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. | |||||
Sword of Vengeance (Greatsword) | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Sword of Vengeance Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | |||||
Javelin of Lightning | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
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. | |||||
Bag of Holding | Common | DDHC-TYP-6 - Against the Giants | true | ||
Bag of Holding Wondrous item, uncommon 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 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. | |||||
Portable Hole | Rare | DDHC-TYP-6 - Against the Giants | true | ||
Portable Hole Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This strange folded cloth reflects no light and feels like air in the hand. When unfolded there is a slight smell of briny water in the air. | |||||
Driftglobe | Common | DDHC-TYP-6 - Against the Giants | true | ||
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. | |||||
Mithral Plate Armor | Uncommon | DDHC-TYP-6 - Against the Giants | true | ||
Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. | |||||
Chime of Opening | Common | DDHC-TYP-6 - Against the Giants | true | ||
Wondrous Item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |