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Adventure Title
DDHC-TYP-White Plume Mountain
Session
1
Date Played
2021-10-07 19:00:00 UTC
Levels Gained
1
GP +/-
13207
Downtime +/-
10.0
Location Played
Roll20
DM Name
Maluku Seito
DM DCI Number
5203740222
Notes
**Story Awards**: 1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. **Loot**: Potion of Flying, Potion of Mind Reading, Potion of Greater Healing, Scroll of Dispel Magic, Scroll of Conjure Minor Elementals, Scroll of Protection (Fiends), **Reward**s: Potion of Superior Healing, Spell Scroll of Greater Restoration (2), Spell Scroll of Circle of Power (x2), Necklace of Prayer Beads, Blessing of Protection **New Level:** Cleric 10

Magic Items

Name Rarity Location Table Result Counts?
Necklace of Prayer Beads Rare DDHC-TYP-White Plume Mountain true
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 DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. 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. **Beads:** Curing (3), Favor(1), Smiting (2)
Ring of Spell Storing Rare DDHC-TYP-White Plume Mountain 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 level 1 through 5 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 DDHC-TYP-White Plume Mountain true
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 DDHC-TYP-White Plume Mountain 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.
Boots of Striding and Springing Uncommon DDHC-TYP-White Plume Mountain true
Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Ring of Protection Rare DDHC-TYP-White Plume Mountain true
Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring.