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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
Roll20
DM Name
Florian
DM DCI Number
Notes
**Endreward: 5420 GP** = +5420 GP <br> **Consumables:** * Scroll of Protection from Fiends <br> **Magic Items:** * Boots of Striding and Springing * Ring of Protection * Ring of Spell Storing * Armor of Vulnerability (Cursed) <br> **Special Rewards:** 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. **==>** 5x bis zu rare Consumables: * 2x Chime of Opening (10uses) * 1x Oil of Etherealness * 1x Bead of Force (1d4+4=8 uses) * 1 Scroll of Raise Dead 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: Wurf=64: 1x Bless, 2x Cure Wounds L3, 1x Greater Restoration, 1x Planar Ally), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. **==>** 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 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. **==>** Blessing of Protection (Effect like Cloak of Protection) <br> **+ 1 Level:** * Swarmkeeper Magic: Gaseous Form * 1 Level 3 Spell: Plant Growth * Change Feat Dungeon Delver into Elven Accuracy

Magic Items

Name Rarity Location Table Result Counts?
Boots of Striding and Springing Uncommon 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 true
Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing Rare 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. original with 2x Mirror Image
Armor of Vulnerability (Cursed) Uncommon 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 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).
Canaith Mandolin Rare Endreward true
Wondrous item, rare (requires attunement by a bard) 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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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. For all Instruments: Fly, Invisibility, Levitate, Protection from Evil and Good, Canaith mandolin Spells: Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)