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Adventure Title
DDHC White Plume Mountain
DDHC White Plume Mountain
Session
1
1
Date Played
2020-11-05 21:32:00 UTC
2020-11-05 21:32:00 UTC
Levels Gained
1
1
GP +/-
240
240
Downtime +/-
15.0
15.0
Location Played
ONLINE - UK
ONLINE - UK
DM Name
Acidtoiletpaper#0426
Acidtoiletpaper#0426
DM DCI Number
Notes
Speed Run 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. 2. Second Weapon Returned. Each character may choose one of the following items: canaith mandolin 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 17 th level can claim one of the 3 legendary items for their own use subject to the MIL restrictions.
Speed Run 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. 2. Second Weapon Returned. Each character may choose one of the following items: canaith mandolin 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 17 th level can claim one of the 3 legendary items for their own use subject to the MIL restrictions.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Instrument of the Bards, Canaith Mandolin | Rare | DDHC White Plume Mountain | true | ||
Wondrous item, instrument, major tier, rare (requires attunement by a bard) 2 lb. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). |