Show Log Entry
Adventure Title
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Session
Date Played
2023-04-20 23:15:00 UTC
2023-04-20 23:15:00 UTC
Levels Gained
1
1
GP +/-
5420
5420
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
C0ldW0lf
C0ldW0lf
DM DCI Number
Notes
**Player** * (8) Marco M. - Shordu - Tortle - Monk (7) - none * (8) Stephan - Quarion - Half-Elf - Warlock (The Celestial) 7 - none * (8) happy - Fenric - Woodelf - Ranger (Swarmkeeper) 7 - none * (8) Joscho - Berem Callon - Eladrin Spring - Fighter/Samurai - lvl 7 * (7) - Sofgam - Ember - Fire Genasi - Warlock (The Hexblade) 5 - none * (6) Doravien - Darrak Rubinauge - Hill Dwarf - Armorer Artificer 5 - none **Loot** * Boots of Striding and Springing * Head of Sir Bluto Sans Pite => Ember´s Trophäe * Ring of Protection * Ring of Spell Storing (2x Mirror Image) * 1 potion of greater healing * a scroll of protection (fiends) * Armor of Vulnerability (slashing) **Specials** 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. * 2 Scrolls Greater Reseraction * 3 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. * 4, 7, 8, 10 16, 19 Necklace of Prayer Beads 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 DM 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. * 1-6 | Blessing |Bless * 7-12 | Curing | Cure wounds (2nd level) or lesser restoration * 13-16 | Favor | Greater restoration * 17-18 | Smiting | Branding smite * 19 | Summons | Planar ally * 20 | Wind walking | Wind walk 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 (AC+1) ================================================================================= Gesamt: 66000 GP gesamt Potion of Flying Potion of Mind Reading Potion of Greater Healing Scroll of Fear Scroll of Hold Person Scroll of Conjure Minor Elementals Scroll of Dispel Magic Scroll of Magic Mouth Scroll of Protection (Fiends) +1 Chain mail Goggles of Night Stone of Good Luck Boots of Striding and Springing Armor of Vulnerability (slashing) Ring of Protection Ring of Spell Storing Recharged (3xShield,2xAbsorb Elemental) ================================================================================= Snarlas Spellbook => Ember 1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud =============================================================================== Das hier sind die Rewards fürs Waffen zurückbringen 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. 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 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. Used 48x Arrows 2x Holy Water
**Player** * (8) Marco M. - Shordu - Tortle - Monk (7) - none * (8) Stephan - Quarion - Half-Elf - Warlock (The Celestial) 7 - none * (8) happy - Fenric - Woodelf - Ranger (Swarmkeeper) 7 - none * (8) Joscho - Berem Callon - Eladrin Spring - Fighter/Samurai - lvl 7 * (7) - Sofgam - Ember - Fire Genasi - Warlock (The Hexblade) 5 - none * (6) Doravien - Darrak Rubinauge - Hill Dwarf - Armorer Artificer 5 - none **Loot** * Boots of Striding and Springing * Head of Sir Bluto Sans Pite => Ember´s Trophäe * Ring of Protection * Ring of Spell Storing (2x Mirror Image) * 1 potion of greater healing * a scroll of protection (fiends) * Armor of Vulnerability (slashing) **Specials** 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. * 2 Scrolls Greater Reseraction * 3 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. * 4, 7, 8, 10 16, 19 Necklace of Prayer Beads 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 DM 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. * 1-6 | Blessing |Bless * 7-12 | Curing | Cure wounds (2nd level) or lesser restoration * 13-16 | Favor | Greater restoration * 17-18 | Smiting | Branding smite * 19 | Summons | Planar ally * 20 | Wind walking | Wind walk 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 (AC+1) ================================================================================= Gesamt: 66000 GP gesamt Potion of Flying Potion of Mind Reading Potion of Greater Healing Scroll of Fear Scroll of Hold Person Scroll of Conjure Minor Elementals Scroll of Dispel Magic Scroll of Magic Mouth Scroll of Protection (Fiends) +1 Chain mail Goggles of Night Stone of Good Luck Boots of Striding and Springing Armor of Vulnerability (slashing) Ring of Protection Ring of Spell Storing Recharged (3xShield,2xAbsorb Elemental) ================================================================================= Snarlas Spellbook => Ember 1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud =============================================================================== Das hier sind die Rewards fürs Waffen zurückbringen 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. 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), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 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. Used 48x Arrows 2x Holy Water
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Boots of Striding and Springing | Uncommon | true | |||
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 | |||
Requires Attunement You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Ring of Spell Storing | Rare | true | |||
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. (2x Mirror Image) | |||||
Armor of Vulnerability (slashing) | Rare | true | |||
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). | |||||
Necklace of Prayer Beads | Rare | true | |||
4, 7, 8, 10 16, 19 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 DM 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. 1-6 | Blessing |Bless 7-12 | Curing | Cure wounds (2nd level) or lesser restoration 13-16 | Favor | Greater restoration 17-18 | Smiting | Branding smite 19 | Summons | Planar ally 20 | Wind walking | Wind walk | |||||
Blessing of protection | Unique | true | |||
+1 AC |