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Adventure Title
DDHC-TYP - White Plume Mountain
Session
1
Date Played
2024-02-27 19:00:00 UTC
Levels Gained
1
GP +/-
11000
Downtime +/-
10.0
Location Played
White Plume Mountain
DM Name
C0ldW0lf
DM DCI Number
Notes
**Consumables:** + Potion of Flying + Potion of Mind Reading + Potion of Greater Healing + Scroll of Fear + Scroll of Hold Person + Scroll of Conjure Minor Elementals + Scroll of Dispel Magic + Scroll of Magic Mouth + Scroll of Protection (Fiends) **Snarlas Spellbook** 1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud **Das hier sind die Rewards fürs Waffen zurückbringen** 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 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. 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. 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?
+1 Chain mail Rare White Plume Mountain true
Armor, +1 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Goggles of Night Uncommon White Plume Mountain true
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.
Stone of Good Luck Uncommon White Plume Mountain true
Wondrous item, uncommon (requires attunement) 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 White Plume Mountain true
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.
Armor of Vulnerability (slashing) Legendary White Plume Mountain true
Armor (plate), legendary (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.
Ring of Protection Rare White Plume Mountain true
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing Rare 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 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.