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Adventure Title
DDHC-SKT Storm King’s Thunder
Session
Date Played
2017-05-07 02:45:00 UTC
XP Gained
5514
GP +/-
14559.57
Downtime +/-
10.0
Renown
1.0
Missions
Location Played
Online
DM Name
Aaron Cruz
DM DCI Number
1317001552
Notes
4 hour session. Chapter 10: Hold of the Storm Giants. We snuck around and took allll the loot and blamed it on Iymrith hehe. I had some early picks and then picked up the items nobody else wanted at the end (which was a LOT of items).

Magic Items

Name Rarity Location Table Result Counts?
Apparatus of Kwalish Legendary DDHC-SKT Chapter 10: Hold of the Storm Giants true
It's a tank. It's a big amphibious tank. Zomg.
+1 Rapier Uncommon DDHC-SKT Chapter 10: Hold of the Storm Giants F 12 true
You have a +1 bonus to attack and damage rolls made with this weapon.
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.
Ring of Free Action Rare DDHC-SKT Chapter 10: Hold of the Storm Giants G 67 true
Requires Attunement. While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Rod of Rulership Rare DDHC-SKT Chapter 10: Hold of the Storm Giants G 74 true
Requires Attunement. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Trident of Fish Command Uncommon DDHC-SKT Chapter 10: Hold of the Storm Giants F 57 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.
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 of1d8), 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.