Show Log Entry
Adventure Title
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Session
1
1
Date Played
2024-02-21 18:03:00 UTC
2024-02-21 18:03:00 UTC
Levels Gained
1
1
GP +/-
11207
11207
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
WasabiPrime
WasabiPrime
DM DCI Number
3320826192
3320826192
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) KaNarlist - Ahsoka - Air Genasi Monk 6 / Fighter 4 (7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers (8) I_never_exist - Milina Greyward - Kenku - Cleric Life Domain (Ilmater) 8 - none (7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 7 - none (9) Jannis D. - Wonka Ohnewald - Halforc - Star Druid 9 ------------------------------------------------------------------------------------------------------------------------------------------ Info: Das Sigel von Keraptis befindet sich darunter. Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. The notes are signed with a wizards symbol. ------------------------------------------------------------------------------------------------------------------------------------------ Well over a millennium ago, the wizard Keraptis rose to power in the valleys of the northern mountains, bringing the local warlords under his thumb with gruesome threats—threats that were fulfilled just often enough to keep the leaders in line. Under Keraptis’s overlordship, the influx of rapacious monsters and raids from the wild mountains decreased markedly, dwindled, and then almost stopped. Seeing this, the populace did not put up much resistance to paying the wizard’s heavy taxes and tithes, especially when stories were circulated of what happened to those who balked. Any nobles who protested disappeared in the night and were replaced by the next in the line of succession, who was usually inclined to be more tractable than the previous lord. Gradually, as dissension was stilled, the taxes and levies became even more burdensome, until eventually the wizard was taking a great piece of everything that was grown, made, or sold in the valleys, including the newborn young of livestock. Around this time, numerous reports arose in the land concerning sudden madness, demonic possessions, and sightings of apparitions and undead. Furthermore, monstrous incursions into the settled lands began to increase as raiding parties of humanoids assaulted villages, and evil and fantastic monsters appeared from nowhere to prey upon the harried peasants. At the height of this unrest, Keraptis’s tax collectors came forth with word of a new levy: one-third of all newborn children were henceforth to be turned over to the wizard. That edict turned out to be the tipping point. As one, the people rose up to overwhelm the wizard’s lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis’s final guardians. The great wizard barely managed to escape, accompanied only by his personal bodyguard company of deranged and fanatical evil gnomes. Keraptis fled to the cities of the south and west, but wherever he went, his reputation preceded him, and he was unable to stay anywhere for long. Once again moving north, he came to the shores of the Lake of Unknown Depths, where he heard tales about haunted White Plume Mountain. After investigating further, he at last found the refuge he was looking for in the tangled maze of volcanic tunnels beneath the cone. He and his gnomes vanished into the shadow of the Plume, and humankind heard no more of the evil wizard. That was almost thirteen hundred years before the present day. Now, seemingly, the hand of Keraptis is once again interfering in human affairs. If it is in truth the ancient wizard at work here, can he be thwarted before his power grows once more? What is his purpose in presenting this bizarre challenge to the world’s heroes? There is only one way to find out. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 11207gp 1x Potions: Greater Healing, Flying, Mind Reading 1x Scroll: Protection from Fiend, Conjure Minor Elementals, Dispel Magic, Magic Mouth, Fear, Hold Person ------------------------------------------------------------------------------------------------------------------------------------------ 1. First Weapon Returned. The party receives max gold (DMs Guide’s “Unspecified Treasure Allowance Per Adventure” table)* 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 5 +2 crossbow bolts. Chose: **2x Spells scroll of greater Restoration, 1x Spell Scroll auf Raise Dead, 2x Potions of superior Healing** ------------------------------------------------------------------------------------------------------------------------------------------ 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. Chose: **+2 wand of the war mage** ------------------------------------------------------------------------------------------------------------------------------------------ 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. Chose: **Blessing of Protection** ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) KaNarlist - Ahsoka - Air Genasi Monk 6 / Fighter 4 (7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers (8) I_never_exist - Milina Greyward - Kenku - Cleric Life Domain (Ilmater) 8 - none (7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 7 - none (9) Jannis D. - Wonka Ohnewald - Halforc - Star Druid 9 ------------------------------------------------------------------------------------------------------------------------------------------ Info: Das Sigel von Keraptis befindet sich darunter. Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. The notes are signed with a wizards symbol. ------------------------------------------------------------------------------------------------------------------------------------------ Well over a millennium ago, the wizard Keraptis rose to power in the valleys of the northern mountains, bringing the local warlords under his thumb with gruesome threats—threats that were fulfilled just often enough to keep the leaders in line. Under Keraptis’s overlordship, the influx of rapacious monsters and raids from the wild mountains decreased markedly, dwindled, and then almost stopped. Seeing this, the populace did not put up much resistance to paying the wizard’s heavy taxes and tithes, especially when stories were circulated of what happened to those who balked. Any nobles who protested disappeared in the night and were replaced by the next in the line of succession, who was usually inclined to be more tractable than the previous lord. Gradually, as dissension was stilled, the taxes and levies became even more burdensome, until eventually the wizard was taking a great piece of everything that was grown, made, or sold in the valleys, including the newborn young of livestock. Around this time, numerous reports arose in the land concerning sudden madness, demonic possessions, and sightings of apparitions and undead. Furthermore, monstrous incursions into the settled lands began to increase as raiding parties of humanoids assaulted villages, and evil and fantastic monsters appeared from nowhere to prey upon the harried peasants. At the height of this unrest, Keraptis’s tax collectors came forth with word of a new levy: one-third of all newborn children were henceforth to be turned over to the wizard. That edict turned out to be the tipping point. As one, the people rose up to overwhelm the wizard’s lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis’s final guardians. The great wizard barely managed to escape, accompanied only by his personal bodyguard company of deranged and fanatical evil gnomes. Keraptis fled to the cities of the south and west, but wherever he went, his reputation preceded him, and he was unable to stay anywhere for long. Once again moving north, he came to the shores of the Lake of Unknown Depths, where he heard tales about haunted White Plume Mountain. After investigating further, he at last found the refuge he was looking for in the tangled maze of volcanic tunnels beneath the cone. He and his gnomes vanished into the shadow of the Plume, and humankind heard no more of the evil wizard. That was almost thirteen hundred years before the present day. Now, seemingly, the hand of Keraptis is once again interfering in human affairs. If it is in truth the ancient wizard at work here, can he be thwarted before his power grows once more? What is his purpose in presenting this bizarre challenge to the world’s heroes? There is only one way to find out. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 11207gp 1x Potions: Greater Healing, Flying, Mind Reading 1x Scroll: Protection from Fiend, Conjure Minor Elementals, Dispel Magic, Magic Mouth, Fear, Hold Person ------------------------------------------------------------------------------------------------------------------------------------------ 1. First Weapon Returned. The party receives max gold (DMs Guide’s “Unspecified Treasure Allowance Per Adventure” table)* 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 5 +2 crossbow bolts. Chose: **2x Spells scroll of greater Restoration, 1x Spell Scroll auf Raise Dead, 2x Potions of superior Healing** ------------------------------------------------------------------------------------------------------------------------------------------ 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. Chose: **+2 wand of the war mage** ------------------------------------------------------------------------------------------------------------------------------------------ 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. Chose: **Blessing of Protection** ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Spell Storing | Rare | DDHC-TYP White Plume Mountain | true | ||
Ring of Spell Storing 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 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. Stored: 2x Mirror Image | |||||
Ring of Protection | Uncommon | DDHC-TYP White Plume Mountain | true | ||
Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Armor of Vulnerability | Rare | DDHC-TYP White Plume Mountain | false | ||
Armor of Vulnerability Armor (plate), rare (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). | |||||
Chain Mail +1 | Rare | DDHC-TYP White Plume Mountain | false | ||
Chain Mail +1 Armor (Chain Mail), rare Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. | |||||
Stone of Good Luck | Uncommon | DDHC-TYP White Plume Mountain | true | ||
Stone of Good Luck Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. | |||||
Goggles of Night | Uncommon | DDHC-TYP White Plume Mountain | false | ||
Goggles of Night 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. | |||||
Blackrazor (T4 Lockt) | Legendary | DDHC-TYP White Plume Mountain | false | ||
Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. | |||||
Wand of the War Mage +2 | Rare | DDHC-TYP White Plume Mountain | true | ||
Wand of the War Mage +2 Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |