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Adventure Title
White Plume Horrors
Session
Date Played
2021-11-03 22:50:00 UTC
Levels Gained
1
GP +/-
10800
Downtime +/-
10.0
Location Played
DM Name
Nemo
DM DCI Number
Notes
Scroll of Fear, Scroll of Hold Person, Scroll of Dispel Magic, Scroll of Magic Mouth, Scroll of Protection (Fiends) Buy: Breastplate Spells: Absorb Element, Ray of Sickness

Magic Items

Name Rarity Location Table Result Counts?
Chain mail +1 Rare false
You have a +1 bonus to AC while wearing this armor.
Goggles of Night Uncommon false
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.
Stone of Good Luck Common false
While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.
Boots of Striding and Springing Uncommon false
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.
Armor of Vulnerability (slashing) Rare false
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM 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 target 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 Spell Storing Rare false
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 contain 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.
Ring of Protection Rare false
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
Maul +2 Rare false
Melee Attacks +2, Melee Damage +2