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Adventure Title
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Session
2
2
Date Played
2024-09-07 13:30:00 UTC
2024-09-07 13:30:00 UTC
Levels Gained
GP +/-
14357
14357
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
--
--
Notes
1x spellscroll of fear, 1x potion of flying, 1x spellscroll of hold person, 1x potion of mindreading, 1x spellscroll of conjure minor elemental, 1x spellscroll of disepl magic, 1x spellscroll of magic mouth **Snarlas Spellbook** 1st level: Magic Missile, Shield, Thunderwave 2nd level: Mirror Image, Web 3rd level: Dispel Magic, Fear, Haste, Stinking Cloud **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. **Each character may choose** one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, **Necklace of Prayer Beads (2 Bless, 1 Greater restoration, 2 Windwalk, 1 Planar Ally)**, Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. **Each character receives** a Blessing of Protection and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
1x spellscroll of fear, 1x potion of flying, 1x spellscroll of hold person, 1x potion of mindreading, 1x spellscroll of conjure minor elemental, 1x spellscroll of disepl magic, 1x spellscroll of magic mouth **Snarlas Spellbook** 1st level: Magic Missile, Shield, Thunderwave 2nd level: Mirror Image, Web 3rd level: Dispel Magic, Fear, Haste, Stinking Cloud **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. **Each character may choose** one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, **Necklace of Prayer Beads (2 Bless, 1 Greater restoration, 2 Windwalk, 1 Planar Ally)**, Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. **Each character receives** a Blessing of Protection and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Stone of Good Luck | Uncommon | DDHC-TYP-4 - White Plume Mountain | false | ||
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. | |||||
Wave | Legendary | DDHC-TYP - White Plume Mountain | false | ||
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. | |||||
Goggles of Night | Uncommon | DDHC-TYP - White Plume Mountain | false | ||
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. | |||||
Whelm | Legendary | DDHC-TYP - White Plume Mountain | false | ||
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. |