Show Log Entry
Adventure Title
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Session
Date Played
2022-03-04 21:00:00 UTC
2022-03-04 21:00:00 UTC
Levels Gained
GP +/-
15000
15000
Downtime +/-
Location Played
Roll20
Roll20
DM Name
C0ldW0lf
C0ldW0lf
DM DCI Number
3320846820
3320846820
Notes
+1 Potion of Resistance (acid), +1 Potion of Flying, Potion of Mind Reading, +1 Scroll of Mind Spike, +1 Scroll of protection from Energy, +1 Spell Scroll of Spider Climb +1 Scroll of protection from Energy +1 Scroll of Fear +1 Scroll of Hold Person +1 Scroll of Spirit Guardians +1 Scroll of Daylight +1 Scroll of Conjure Minor Elementals +2 Scroll of Dispel Magic +1 Scroll of Remove Curse +1 Scroll of Magic Mouth +1 Scroll of Protection (Fiends) + 3 potions of superior healing + 2 spells scroll of greater restoration 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 3 potions of superior healing, 2 spells scroll of greater restoration 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 -Wind Walking, 2xFavor, Smiting, Curing, Blessing)), **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.
+1 Potion of Resistance (acid), +1 Potion of Flying, Potion of Mind Reading, +1 Scroll of Mind Spike, +1 Scroll of protection from Energy, +1 Spell Scroll of Spider Climb +1 Scroll of protection from Energy +1 Scroll of Fear +1 Scroll of Hold Person +1 Scroll of Spirit Guardians +1 Scroll of Daylight +1 Scroll of Conjure Minor Elementals +2 Scroll of Dispel Magic +1 Scroll of Remove Curse +1 Scroll of Magic Mouth +1 Scroll of Protection (Fiends) + 3 potions of superior healing + 2 spells scroll of greater restoration 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 3 potions of superior healing, 2 spells scroll of greater restoration 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 -Wind Walking, 2xFavor, Smiting, Curing, Blessing)), **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.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Snarlas Spellbook | Uncommon | DDHC-TYP - White Plume Mountain | false | ||
*1st Level: Magic Missile, shield, thunderwave--2nd Level: mirror image, web --3rd Level: displel magic, fear, stinking cloud* | |||||
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 GM. 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. | |||||
Chain Mail, +1 | Rare | DDHC-TYP - White Plume Mountain | false | ||
Armor (chain mail), rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. | |||||
Boots of Striding and Springing | Uncommon | DDHC-TYP - White Plume Mountain | false | ||
Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. | |||||
Ring of Protection | Rare | DDHC-TYP - White Plume Mountain | false | ||
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Stone of Good Luck (Luckstone) | Uncommon | DDHC-TYP - 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. | |||||
Staff of the Woodlands | Rare | DDHC-TYP - White Plume Mountain | false | ||
Staff, rare (requires attunement by a Druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge) awaken (5 charges) barkskin (2 charges) locate animals or plants (2 charges) speak with animals (1 charge) speak with plants (3 charges) wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. | |||||
Rod of the Pact Keeper+2 | Rare | false | |||
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. |