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Adventure Title
DDHC-TYP-04 - White Plume Mountain
Session
1
Date Played
2025-06-06 11:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
BMG (Online - Baldman Games)
DM Name
Jenny Hale
DM DCI Number
Notes
2025-06-06 BMG VDDW '25-06 Slot / Table 001 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Party Kwyjibo (m), human Bb-9/Ro-2 [121] Mark https://www.dndbeyond.com/characters/146997997 Tandur (m), human Fi-4/Cl-3 [108] me, Thomas https://www.dndbeyond.com/characters/141196288 Tamarook (m), human Bd-7/Wa-3 [73] Mike https://www.dndbeyond.com/characters/133624339/A5Ke36 Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila https://www.dndbeyond.com/characters/124346907/uURUCt Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] https://www.dndbeyond.com/characters/140611646/cpBGt9 Our mission is to obtain 3 weapons Poem Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. Staircase Lent 2 torches Lent (but got back) climber's kit Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Loot 6000 silver Necklace 3000 gold Combat 3 Init 21 Obtained Blackrazor Items worth 11K gold 3 potions (revealed later) DM rules - Any treasure obtained in game DOES NOT apply to the carried limit. The carried limit is strictly what you bring into the game. While in-game, you can have more treasure than the limit. You have to reset your carried items (to the limits) before the next game. 1 hour break Resume Short Rest Part of my rope burned up. Dispose for 0. Buy more (this time x2) I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it. Bless vs. Moonbeam It would be nice to use a Bonus Action. I must remember to always use Tactical Mind on Ability Checks. There's no penalty for rolling. Finally, I want to figure out how to use Action Surge; and for that, I have no plan. Combat 4 Init 15 Loot 2600 gold +1 chainmail [tc - Well, I forgot to post it in the chat. And noboby else did. Either I misunderstood, or I was the only person to hear it. Either way, I won't declare it.] Combat 5 Init 9 Loot: Trident ("Wave") Goggles of Night Stone of Good Luck gold & gems Which doesn't belong: 5, 7, 9, 11, 13 Mark: 9 is not a Prime Number. Flesh Golem as a follower Flew across the pit of hanging discs. My fly was handy. Combat 6 Init 6 Vampire Lord Loot: 9000 gold 10,000 silver Potion Mind Reading Room of glass spheres Combat 7 Necklace 12,000 gold 3 keys Scroll - Fear Ring (speaks via telepathy) I have all these benefits. Only 1 may depart with me. If I am removed, I lose all my powers. Only way to bring me out is by wearing me. We decide to leave it in the room. Combat 8 Init 20 Nix & Knox I used my 4th level Dispel Magic. And it worked. Moonbeam was lost due to failed Concentration Check More treasure. Rewards: 12,100 gold each Added to character sheet Part 1 SCroll of Fear, Goggles of Night Stone of Good Luck potion of mind reading, SCR - conjure minor elementals, SCR - dispel magic, SCR - magic mouth). potion of healing (greater), Added to character sheet scroll of protection (fiends), Plate armor of vulnerabilty (resistance to slashing, vulnerabilyt to the other two) . ring of protection Added to character sheet ring of spell storing (R) (A) https://www.dndbeyond.com/magic-items/4730-ring-of-spell-storing Added to character sheet Part 2 & Conclusion 1 Characters may choose to gain a level. 2 10 Downtime Days 3 Reward Notes: + For turning in Blackrazor, Wave, and Whelm... 1 5,000 GP (included above) and choice of 5 Rare consumables (ammunition comes in single batches of 5). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 5 +2 crossbow bolts. Added to character sheet (3 Pot Sup Healing & 2 Scr Gr Restor) 2 Choice of the following: Arrow-Catching Shield Bracers of Defense Canaith Mandolin of the Bards Necklace of Prayer Beads (6 beads) Staff of the Woodlands Wand of the War Mage +2 +2 Weapon (player choice) 3 At level 17, may choose Blackrazor, Wave, or Whelm; AND choice now of: Blessing of Protection - +1 bonus to AC and saving throws. Added to character sheet (as homebrew (Artifact) item w/out Attunement) Blessing of Weapon Enhancement - One nonmagical weapon (player choice) in your possession becomes a +1 weapon while you wield it. Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Lyria: 4a22-49eb-99ac Tamarook: 85b3-4a2c-bb44 Tandur: 01c9-49ad-8048 Ùisdean: 500f-410c-8001 Always thanks to John Steele for his spell effects template! 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. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. 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. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. 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. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.