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Adventure Title
DDHC-TYP - White Plume Mountain
Session
1
Date Played
2022-03-05 00:42:00 UTC
Levels Gained
1
GP +/-
11000
Downtime +/-
10.0
Location Played
DM Name
ColdWolf
DM DCI Number
Notes
1. Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition) (noch nicht ausgesucht) 1. **Necklace of prayer beads** (with six beads: Wind Walking, 2xFavor, Smiting, Curing, Blessing) 2. Each character receives either a ✔**blessing of protection ** 3. when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions: **Whelm, Wave und Blackrazor**

Magic Items

Name Rarity Location Table Result Counts?
✔Potion of Flying Very Rare true
This potion gives you a flying speed equal to your walking speed for 1 hour. If the potion wears off while you're flying and nothing else is holding you aloft, you must use your movement to descend. If you fail to land before 1 minute passes, you fall.
✔Potion of Mind Reading Rare true
Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.
✔Potion of Greater Healing Uncommon true
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
✔Scroll of Fear Uncommon true
3rd-Level Illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a white feather or the heart of a hen) Duration: Concentration, up to 1 minute You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
✔Scroll of Hold Person Common true
2nd-Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
-✔Scroll of Conjure Minor Elementals -Scroll of Dispel Magic ( VERWENDET) -Scroll of Magic Mouth -Scroll of Protection (Fiends) Common true
+1 Chain mail Common true
Goggles of Night (weggetauscht) 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.
Stone of Good Luck Uncommon true
Adventuring gear (wondrous item), uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing Uncommon true
Wondrous Item, uncommon (requires attunement) Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.
Armor of Vulnerability (slashing) (weggetauscht) Rare true
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing damage. 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 bludgeoning and piercing damage. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Notes: Resistance: Slashing, Vulnerability: Bludgeoning, Vulnerability: Piercing, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage
Ring of Protection Rare true
(requires attunement) While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
✔Ring of Spellstoring 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. 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.
Snarlas Spellbook Uncommon true
1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud
✔Necklace of prayer beads Rare true
(with six beads: Wind Walking, 2xFavor, Smiting, Curing, Blessing) Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
✔Blessing of Protection Common true
+1AC and Saving Throws