Show Log Entry

Adventure Title
DDHC-TYP Tales from the Yawning Portal white Plum Mountain
Session
Date Played
2020-12-27 16:00:00 UTC
Levels Gained
1
GP +/-
240
Downtime +/-
Location Played
Online
DM Name
Nemo
DM DCI Number
9318732035
Notes
Got Potion of Flying, Scroll of Hold Person, Scroll of Protection (Fiends) 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. 5 Consumables: 5x Potion of Growth Got Blesssing of Protection

Magic Items

Name Rarity Location Table Result Counts?
Necklace of Prayer Beads Rare true
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. d20 — Bead Name — Spell: 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 4 1 1 6 13 17
+1 Chain mail Common true
Goggles of Night Uncommon true
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 Uncommon true
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 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.
Plate 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).
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
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.