Show Log Entry

Adventure Title
DDHC-TftYP-White Plume Mountain
Session
Date Played
2025-06-16 19:00:00 UTC
Levels Gained
GP +/-
12707
Downtime +/-
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
DM Name
Echo
DM DCI Number
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** 1x Potion of Greater Healing 1x Potion of Flying 1x Potion of Mind Reading **Spell Scrolls:** 1x Fear, 1x Hold Person, 1x Minor Elementals, 1x Dispell Magic, 1x Magic Mouth, 1x Protection from Fiends #### **Used** 2x Potion of Invulnerability 2x Oil of Slipperiness

Magic Items

Name Rarity Location Table Result Counts?
Chain shirt+1 Rare DDHC-TftYP-White Plume Mountain true
Medium armor, rare 20 lb. AC 13 + Dex (max 2) You have a +1 bonus to AC while wearing this armor.
Goggles of Night Uncommon DDHC-TftYP-White Plume Mountain true
Wondrous item, uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Stone of Good Luck Uncommon DDHC-TftYP-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 DDHC-TftYP-White Plume Mountain true
Wondrous item, uncommon (requires attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Ring of Protection Rare DDHC-TftYP-White Plume Mountain true
Ring, rare (requires attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Ring of Spell Storing Rare DDHC-TftYP-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 level 1 through 5 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.
Plate Armor of Vulnerability (Slashing) Rare DDHC-TftYP-White Plume Mountain true
Heavy armor, rare (requires attunement) 65 lb. AC 18 While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Staff of the Woodlands Rare DDHC-TftYP-White Plume Mountain true
Staff, weapon, rare (requires attunement by a druid) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blessing of Protection Unique DDHC-TftYP-White Plume Mountain true
Blessing You gain a +1 bonus to AC and saving throws.
+3 Shield Very Rare DDHC-TftYP-White Plume Mountain (Level 17 Only) true
Armor (shield), very rare 6 lb. AC +2 While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.