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Adventure Title
DDHC-TYP - White Plume Mountain
Session
5
Date Played
2023-04-20 18:30:00 UTC
Levels Gained
1
GP +/-
5420
Downtime +/-
10.0
Location Played
White Plume Mountain
DM Name
C0ldW0lf
DM DCI Number
Notes
Further rewards for returning weapons: 1. First Weapon Returned: choose five rare consumables (following normal rules for the number of pieces of magical ammunition) 2. Second Weapon Returned: 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. Selected: **** Blessing of Protection. **** **Consumables:** + Scroll of protection (fiends) +

Magic Items

Name Rarity Location Table Result Counts?
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.
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. (2x Mirror Image) 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.
Armor of Vulnerability Rare White Plume Mountain true
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 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).