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Adventure Title
DDHC-Tales of The Yawning Portal - White Plume Mountain
Session
2
Date Played
2022-01-04 18:06:00 UTC
Levels Gained
GP +/-
3300
Downtime +/-
10.0
Location Played
DM Name
Manfred Hase
DM DCI Number
3320816572
Notes
Qesnef’s valuables have been casually shoved beneath the divan. The hoard includes Blackrazor, a sentient greatsword (see “Sample Sentient Items” in chapter 7 of the Dungeon Master’s Guide), 1,000 ep, 200 pp, four pieces of jewelry worth a total of 11,000 gp, a potion of greater healing, a scroll of protection (fiends), and armor of vulnerability (slashing). In addition, Qesnef wears a ring of protection on his left hand and a ring of spell storing (with two mirror image spells in it) on his right. 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. = + 2xScroll of Greater Restoration + 2xScroll of Revivify + Scroll of Raise Dead 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. = necklace of prayer beads 15 -> Greater Restoration 18 -> Branding Smite 4 -> Bless 9 -> Cure Wounds (2nd level) or Lesser Restoration 2 -> Bless 19-> Planar Ally 3. Third Weapon Returned. Each character receives either a 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. = blessing of protection

Magic Items

Name Rarity Location Table Result Counts?
Armor of Vulnerability (slashing). Rare true
Requires Attunement While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. 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).
Ring of protection Rare true
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Ring of Spell Storing (with two mirror image spells in it) Rare true
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.
Necklace of Prayer Beads Rare true
15 -> Greater Restoration 18 -> Branding Smite 4 -> Bless 9 -> Cure Wounds (2nd level) or Lesser Restoration 2 -> Bless 19-> Planar Ally 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. 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.