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Adventure Title
DDHC-RotF 01 Ten-Towns
Session
14
Date Played
2024-07-26 19:00:00 UTC
XP Gained
GP +/-
40
Downtime +/-
10.0
Renown
Missions
Location Played
Roll20
DM Name
Bramymond
DM DCI Number
none
Notes
# Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? # Loot: **200gp** **1x Potion of Healing** **1x Potion of Greater Healing** **1 Common magic item of choice for every charakter** **Bag of Tricks (Gray)** *Adventuring Gear (Wondrous Item)* This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. **Dzaan's Spellbook** A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell. After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells: *detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming* **Vellynne Harpell's Spellbook** Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: *false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph* [Vellynnes book is granted access to, not looted!] # Story: **Fated Allies:** The Council of Speakers _______________________________________________________________________________________________________ **After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon. The charakters have advanced to chapter 2!**

Players

Player Character
Beru Chillwind Akannathi
C0ldW0lf (HC) Aerlyn Fuyu
Skalli "Frostgaze"
Frederic Thole Elric der Luskaner
Osric Whisperwoods