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Adventure Title
DDHC-TYP-White Plume Mountain
Session
Date Played
2022-05-09 20:00:00 UTC
Levels Gained
GP +/-
17688
Downtime +/-
10.0
Location Played
Roll20
DM Name
Nemo
DM DCI Number
9318732035
Notes
Returned all three weapons Used a potion of greater healing Used 22 Bullets & Smokepowder Found consumables: * Potion of Flying * Potion of Mind Reading * Potion of Greater Healing * Scroll of Fear * Scroll of Hold Person * Scroll of Conjure Minor Elementals * Scroll of Dispel Magic * Scroll of Magic Mouth * Scroll of Protection (Fiends) * 5 rare consumables (my choice): * Potion of Invulnerability (2x) * Potion of Heroism (2x) * Potion of Fire Giant Strength

Magic Items

Name Rarity Location Table Result Counts?
Blessing of Protection Unique White Plum Mountain Reward for returning all weapons true
Staff of the Woodlands Rare White Plum Mountain Reward for returning two weapons true
+1 Chain mail Rare White Plum Mountain true
Goggles of Night Uncommon White Plum Mountain true
Stone of Good Luck Uncommon White Plum Mountain true
Boots of Striding and Springing Uncommon White Plum Mountain true
Armor of Vulnerability (slashing) Rare White Plum Mountain true
Ring of Protection Rare White Plum Mountain true
Ring of Spell Storing Rare White Plum Mountain true
Contains 2xMirror Image
Whelm Legendary White Plum Mountain Reward for returning all weapons true
Whelm 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 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.