Show Log Entry

Adventure Title
DDEP10-01 Terror in Ten Towns
Session
Date Played
2025-11-01 22:58:00 UTC
Levels Gained
GP +/-
125
Downtime +/-
10.0
Location Played
Online
DM Name
Snooze
DM DCI Number
7319085757
Notes
DM snooze Kknutzen, Rift Bluehell, Umras TaC aultsider, Sean, Simira, Barb Easthaven The captain. Wolf big as a horse, speaking about attacking the two-feet. Chwingas Charms Can be used once by each character during part 3 if earned. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll. Use: Can be used when you make an ability check, attack roll, or saving throw. Elemental Protection Each hero has advantage on saving throws against environmental effects. Totemic Rage (Barbarians) Can be used once by each character during part 3 if earned. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack. Use: Can be used when you take damage. Hunter's Salvo (Goliath's) Can be used once by each character during part 3 if earned. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Use: Can only be used on your turn. Combat Advantage Each hero has advantage on attacks during the first round of combat and when enemies are added to a wave. This happens at the start of the round after the wave has appeared, and the creatures act. Fight, ownbears, ravens, plesiosaurus, wolves, giants. Barb gets last cut. Story Award: Defenders of Easthaven Among other skilled warriors, you successfully defended Easthaven, along with one of the other Ten-Towns in this adventure. Charlatan's Die Wondrous Item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. 2x Potion of healing Pole of Angling Wondrous Item, common This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher. Bracers of Archery Wondrous Item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Chardalyn Earring (Headband of Intellect) Wondrous Item, uncommon (requires attunement) This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it. 125GP

Magic Items

Name Rarity Location Table Result Counts?
Chardalyn Earring (Headband of Intellect) (U-A) Uncommon DDEP10-01 Terror in Ten Towns true
Chardalyn Earring (Headband of Intellect) Wondrous Item, uncommon (requires attunement) This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it.
Bracers of Archery (U-A) Uncommon DDEP10-01 Terror in Ten Towns true
Bracers of Archery Wondrous Item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Pole of Angling (C) Common DDEP10-01 Terror in Ten Towns true
Pole of Angling Wondrous Item, common This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher.
Charlatan's Die (C-A) Common DDEP10-01 Terror in Ten Towns true
Charlatan's Die Wondrous Item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.