Show Log Entry

Adventure Title
DDHC-TYP White Plume Mountain
Session
3
Date Played
2023-05-28 14:00:00 UTC
Levels Gained
GP +/-
5320
Downtime +/-
10.0
Location Played
Roll20
DM Name
C0ldW0lf
DM DCI Number
3320846820
Notes
# Teilnehmer: (10) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 10 - Emerald Enclave (9) TimoL - Niamh Fortescue - Aasimar - Paladin 3 / Warlock 6 - Harpers (8) Yaidz - Blaze Cindercoal - Custom Lineage - Drakewarden Ranger 8 mit Lady Giggles (7) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster 7 (6) Sorcex - Luthos - Tasha's Custom Lineage - Divine Soul Sorcerer lvl 6 # Loot: **26.600gp** **1x Potion of Greater Healing** (4d4+4) **Spell Scroll:** Protection from Fiends **Boots of Striding and Springing** *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** *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. **2x Spell Scroll of Revivify** **2x Spell Scroll of Greater Restoration** **1x Spell Scroll auf Raise Dead** _______________________________________________ Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, **Necklace of Prayer Beads** ***(2x Blessing; 2x Curing; 1x Favor; 1x Wind walk)***, 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: **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. # Consumables expended: **1x Superior Healing Potion (8d4+8)**

Magic Items

Name Rarity Location Table Result Counts?
Boots of Striding and Springing Uncommon DDHC-TYP White Plume Mountain false
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 DDHC-TYP White Plume Mountain false
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
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)
Necklace of Prayer Beads Rare DDHC-TYP White Plume Mountain true
**Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)** This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. **Notes:** *Cleric, Druid, or Paladin, Healing, Summoning, Damage, Buff, Movement, Jewelry* **Notes:** ***(2x Blessing; 2x Curing; 1x Favor; 1x Wind walk)*** - rolled by **C0ldW0lf (DCI: 3320846820)** in DDHC-TYP White Plume Mountain (Date Played: 2023-05-28 14:00).
Blessing of Protection Very Rare DDHC-TYP White Plume Mountain true
You gain a permanent +1 bonus to AC and saving throws.*