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Adventure Title
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Session
1
1
Date Played
2021-11-03 20:48:00 UTC
2021-11-03 20:48:00 UTC
Levels Gained
GP +/-
11005
11005
Downtime +/-
10.0
10.0
Location Played
Roll 20
Roll 20
DM Name
Nemo
Nemo
DM DCI Number
9318732035
9318732035
Notes
Consumables: Potion of Flying, Potion of Mind Reading, Potion of Greater Healing Magic Items: Goggles of Night, Ring of Protection, Ring of Spell Storing 1. First Weapon Returned. 2x Greater Restoration, 2x Revivify, 1x Steel Wind Strike 2. Second Weapon Returned. staff of the woodlands 3. Third Weapon Returned. Blessing of Protection, Whelm
Consumables: Potion of Flying, Potion of Mind Reading, Potion of Greater Healing Magic Items: Goggles of Night, Ring of Protection, Ring of Spell Storing 1. First Weapon Returned. 2x Greater Restoration, 2x Revivify, 1x Steel Wind Strike 2. Second Weapon Returned. staff of the woodlands 3. Third Weapon Returned. Blessing of Protection, Whelm
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Protection (Attunement) | Rare | Roll20 | true | ||
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws. | |||||
Whelm (Attunement) (Lvl17) | Legendary | roll20 | true | ||
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast Detect Evil and Good or Locate Object object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. 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 Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. | |||||
Ring of Spell Storing | Rare | Roll20 | 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. 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 | Rare | roll20 | 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. | |||||
Staff of the Woodlands | Rare | Roll20 | true | ||
Staff, rare (requires Attunement by a druid) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls. The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff. Spells. You can use an Action to expend 1 or more of the staff’s Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges). You can also use an Action to cast the Pass without Trace spell from the staff without using any Charges. Tree Form. You can use an Action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another Action to speak its Command word, you Return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |