Show Log Entry

Adventure Title
DDHC-TYP Tales from the Yawning Portal
Session
3
Date Played
2022-05-12 10:00:00 UTC
Levels Gained
1
GP +/-
13558
Downtime +/-
10.0
Location Played
Roll20
DM Name
Rallen Landers
DM DCI Number
7320826612
Notes
###White Plume Mountain **Consumables found :** * Potion of Flying * Potion of Mind Reading * Potion of Superior Healing * Scroll of Hold Person * Scroll of Fear * Scroll of Magic Mouth * Scroll of Dispel Magic * Scroll of Conjure Minor Elementals * Scroll of Protection against Elementals

Magic Items

Name Rarity Location Table Result Counts?
Wave Legendary true
*Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)* Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Armor of Vulnerability (Slashing) Rare true
*Armor (plate), rare (requires attunement)* While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Type : Slashing **Curse.** This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).
Boots of Striding and Springing Uncommon true
*Wondrous item, uncommon (requires attunement)* While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Spell Storing Rare true
*Ring, rare (requires attunement)* This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. * Mirror Image * Mirror Image Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Goggles of Night Uncommon true
*Wondrous item, uncommon* While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Protection Rare true
*Ring, rare (requires attunement)* You gain a +1 bonus to AC and saving throws while wearing this ring.
Stone of Good Luck Uncommon true
*Wondrous item, uncommon (requires attunement)* While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
+1 Chain Mail Rare true
You have a +1 bonus to AC while wearing this armor.