DM Log Entries


Total Hours:
280

Total GP:
149210
Unused GP:
0

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session ▼ Reward Magic Items Character
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault advancement Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

[Bramymond]-[DDHC-RotF] Rime of the Frostmaiden 28 none Show

Teilnehmer:

Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian
Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin
C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger
Frederick - Elric - Human - Wizard
Echo - Osric Littleberry -Halfling - Cleric

Playtime:

Ongoing +200h in playtime and preparation

Campaign-Log:

Icewind Dale: Rime of the Frostmaiden
https://www.adventurersleaguelog.com/users/41558/campaigns/5471

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 none Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
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: of 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 shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 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.
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.


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:

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.

Date Adventure Title Session ▼ ACP TCP Downtime Renown GP Character Rewarded
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

[Bramymond]-[DDHC-RotF] Rime of the Frostmaiden 28 Show

Teilnehmer:

Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian
Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin
C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger
Frederick - Elric - Human - Wizard
Echo - Osric Littleberry -Halfling - Cleric

Playtime:

Ongoing +200h in playtime and preparation

Campaign-Log:

Icewind Dale: Rime of the Frostmaiden
https://www.adventurersleaguelog.com/users/41558/campaigns/5471

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
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: of 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 shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 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.
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.


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:

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.

Date Adventure Title Session ▼ XP GP Downtime Renown Missions Hours Character Rewarded
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 0 Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

[Bramymond]-[DDHC-RotF] Rime of the Frostmaiden 28 200 Show

Teilnehmer:

Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian
Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin
C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger
Frederick - Elric - Human - Wizard
Echo - Osric Littleberry -Halfling - Cleric

Playtime:

Ongoing +200h in playtime and preparation

Campaign-Log:

Icewind Dale: Rime of the Frostmaiden
https://www.adventurersleaguelog.com/users/41558/campaigns/5471

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 20 Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
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: of 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 shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 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.
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.


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:

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.