Show Log Entry
Adventure Title
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Session
Date Played
2024-02-27 19:00:00 UTC
2024-02-27 19:00:00 UTC
Levels Gained
1
1
GP +/-
11000
11000
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
C0ldW0lf
C0ldW0lf
DM DCI Number
3320846820
3320846820
Notes
# Loot: **66.000gp** **1x Potion of Greater Healing** (4d4+4) **Potion of Flying** *Potion, very rare* When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. **Potion of Mind Reading** *Potion, rare* When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. **Spell Scroll:** Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends **Spellbook:** * 1st Level: Magic Missile, shield, thunderwave * 2nd Level: mirror image, web * 3rd Level: displel magic, fear, stinking cloud **Chain Mail +1** *Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs* 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. **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. **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. **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** *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. (With two mirror image spells in it) **Armor of Vulnerability** *Armor (plate), legendary (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). _______________________________________________ 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. **1x Potion of Flying 2x Potion of Heroism 2x Potion of Invulnerability** _______________________________________________ Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a **+2 Weapon.** _______________________________________________ Each character receives a **Blessing of Protection (!)** and when the character gains 17th level can claim one of these *Legendary Items* for their own use subject to the MIL restrictions. ***(!) You gain a permanent +1 bonus to AC and saving throws.*** # Quest Objective: **Whelm** *Weapon (warhammer), legendary (requires attunement by a dwarf)* Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. **Wave** *Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)* Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. **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. # Charakter Changes: **Level up - Ranger level 9** **Level 9: Expertise** Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills. # Consumables expended: **6x Magic Arrows (+1)**
# Loot: **66.000gp** **1x Potion of Greater Healing** (4d4+4) **Potion of Flying** *Potion, very rare* When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. **Potion of Mind Reading** *Potion, rare* When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. **Spell Scroll:** Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends **Spellbook:** * 1st Level: Magic Missile, shield, thunderwave * 2nd Level: mirror image, web * 3rd Level: displel magic, fear, stinking cloud **Chain Mail +1** *Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs* 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. **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. **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. **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** *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. (With two mirror image spells in it) **Armor of Vulnerability** *Armor (plate), legendary (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). _______________________________________________ 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. **1x Potion of Flying 2x Potion of Heroism 2x Potion of Invulnerability** _______________________________________________ Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a **+2 Weapon.** _______________________________________________ Each character receives a **Blessing of Protection (!)** and when the character gains 17th level can claim one of these *Legendary Items* for their own use subject to the MIL restrictions. ***(!) You gain a permanent +1 bonus to AC and saving throws.*** # Quest Objective: **Whelm** *Weapon (warhammer), legendary (requires attunement by a dwarf)* Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. **Wave** *Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)* Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. **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. # Charakter Changes: **Level up - Ranger level 9** **Level 9: Expertise** Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills. # Consumables expended: **6x Magic Arrows (+1)**
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Chain Mail +1 | Uncommon | DDHC-TYP White Plume Mountain | false | ||
*Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs* 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. | |||||
Goggles of Night | Uncommon | DDHC-TYP White Plume Mountain | false | ||
*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 | Common | DDHC-TYP White Plume Mountain | false | ||
*Wondrous item, uncommon (requires attunement)* While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. | |||||
Ring of Spell Storing | Rare | DDHC-TYP White Plume Mountain | false | ||
*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. (With two mirror image spells in it) | |||||
Ring of Protection | Rare | DDHC-TYP White Plume Mountain | true | ||
*Ring, rare (requires attunement)* You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Longbow +2 | Rare | DDHC-TYP White Plume Mountain | true | ||
*Weapon (crossbow, heavy), rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed, Slow |