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Adventure Title
TYP Ch.4 White Plume Mountain
Session
1
Date Played
2024-03-27 16:00:00 UTC
Levels Gained
GP +/-
11647
Downtime +/-
10.0
Location Played
Online (Roll-20 + Discord)
DM Name
Mark M.
DM DCI Number
NA
Notes
**Level up:** Declined **Hours Played:** 8 hours **Gold Earned:** 11647 gp **Consumable:** *Potion of mind reading*, *Potion of flying*, *Potion of greater healing*, *Spell Scroll of Conjure Minor Elementals*, *Spell Scroll of Dispel Magic*, *Spell Scroll of Magic Mouth*, *Spell Scroll of Fear*, *Scroll of Protection (fiends)* ***Reward for Returning the First Weapon*** Max gold for their level for each character in the party. 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. (**Chose:** *Necklace of Fireballs (9)*, *Beads of Force (5)*, *Feather Token (Bird)*, *Potion of Heroism*, *Potion of Invulnerability*) ***Reward for Returning the Second Weapon*** 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*. (**Chose:** *Necklace of Prayer Beads) ***Reward for Returning the Third Weapon*** 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. (**Chose:** *Blessing of Protection*) **Blessing of Protection.** You gain a +1 bonus to AC and saving throws. **Blessing of Weapon Enhancement.** One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it.

Magic Items

Name Rarity Location Table Result Counts?
Armor of Vulnerability (Slashing) Rare true
**Armor (plate), rare (requires attunement)** While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing (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).
Chain Mail, +1 Rare true
**Armor (heavy), rare (+1)** You have a +1 bonus to AC while wearing this armor.
Goggles of Night Uncommon true
**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.
Ring of Protection Rare true
**Ring, rare (requires attunement)** You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing Rare true
**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. ***When found this ring contained 2 x Mirror Image castings***
Stone of Good Luck Uncommon true
**Wondrous item, uncommon (requires attunement)** While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Blessing of Protection Unique true
**Supernatural gift (blessing)** You gain a +1 bonus to AC and saving throws.
Blackrazor Legendary true
**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.
Blessing of Weapon Enhancement Unique true
**Supernatural gift (blessing)** One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it.
Wave Legendary true
**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 Legendary true
**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.
Necklace of Prayer Beads Rare true
**Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)** This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical 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. 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. ***Bead types*** **Roll | 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 ***Beads in this Prayer Beads*** *(rolls: 2, 2, 8, 10, 16, 17)* • 5 x Curing • 1 x Favor