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Adventure Title
DDHC-SKT Storm King’s Thunder
DDHC-SKT Storm King’s Thunder
Session
Date Played
2017-05-19 23:46:00 UTC
2017-05-19 23:46:00 UTC
XP Gained
17457
17457
GP +/-
18113.13
18113.13
Downtime +/-
10.0
10.0
Renown
1.0
1.0
Missions
Location Played
Online
Online
DM Name
Aaron Cruz
Aaron Cruz
DM DCI Number
1317001552
1317001552
Notes
4 hour session combining both Chapter 5 and Chapter 10. After so many levels with no drops, I finally got loooot (that nobody else wanted)!
4 hour session combining both Chapter 5 and Chapter 10. After so many levels with no drops, I finally got loooot (that nobody else wanted)!
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Conch of Teleportation | Very Rare | DDHC-SKT Chapter 5: Den of the Hill Giants | true | ||
This item requires attunement. This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in the Maelstrom. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. | |||||
Conch of Teleportation | Very Rare | DDHC-SKT Chapter 10: Hold of the Storm Giants | true | ||
This item requires attunement. This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in the Maelstrom. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. | |||||
Conch of Teleportation | Very Rare | DDHC-SKT Chapter 10: Hold of the Storm Giants | true | ||
This item requires attunement. This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in the Maelstrom. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. | |||||
Potion of Greater Healing | Uncommon | DDHC-SKT Chapter 5: Den of the Hill Giants | false | ||
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | |||||
Crystal Ball | Very Rare | DDHC-SKT Chapter 10: Hold of the Storm Giants | H | 16 | true |
Requires Attunement. This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. | |||||
Heavy Crossbow +1 | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | F | 4 | true |
You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
Heavy Crossbow +1 | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | F | 3 | true |
You have a +1 bonus to attack and damage rolls made with this weapon. | |||||
Pipes of the Sewers | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | F | 92 | true |
Requires Attunement. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. | |||||
Potion of Water Breathing | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | false | ||
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. | |||||
Potion of Giant Size | Legendary | DDHC-SKT Chapter 10: Hold of the Storm Giants | false | ||
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. | |||||
Decanter of Endless Water | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | true | ||
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water. • "Fountain" produces 5 gallons of water. • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. | |||||
Trident of Fish Command | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | true | ||
Requires attunement. This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. | |||||
Pearl of Power | Uncommon | DDHC-SKT Chapter 10: Hold of the Storm Giants | Giant Clam | 93 | true |
Requires Attunement by a Spellcaster While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 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. |