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Adventure Title
FR-DC-MELB-00-01 Dead In Daggerford (T1, ca. 2h)
Session
2
Date Played
2025-01-17 20:30:00 UTC
Levels Gained
1
GP +/-
50
Downtime +/-
10.0
Location Played
Roll20
DM Name
Claudia N.
DM DCI Number
1337
Notes
**Party** (4) Jannis D. - Bibs - Human - Archfey Warlock 4 - nein (4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 / Rogue 1 - none (3) Madlech - Ivasaar Sarxina - Elf - Oath of Ancients Paladin 3 - none (3) Nel - Granny Ivy - Half Elf - Nature Cleric 3 - none (4) Arikatzi020 - Shadre "The unwanted Hunter" - Halforc - Champion Fighter lvl 4 - none **Loot** **Gold gained:** 50gp **Gold spent:** **Items gained:** Spellscroll of Summon Undead 3rd level Arver's Ring (Ring of Mind Shielding), uncommon (requires attunement) **Plot** Angeheuert von der kleinen Vereinigung veteraner Adventurers, der Mistbourne, untersuchen wir das Rätsel um das spukende Haus von nem alten Zwerg. **Characterchange: Level 3 -> Level 4** **STORY AWARD: MIST SWORN** Earned by any characters who completed the mission. A member of the Mistbourne has invited you to join their ranks. Should you accept their offer you gain a small pin, signet ring or pendant (your choice) that bears the symbol of the Mistbourne. Once per day you may touch your membership token and cause yourself to be enveloped in a thin cloud of mist that extends 5ft around you in all directions. Visibility is not affected by this mist, however it does make for a very dramatic entrance.

Magic Items

Name Rarity Location Table Result Counts?
Arver's Ring (Ring of Mind Shielding) Uncommon FR-DC-MELB-00-01 Dead In Daggerford (T1, ca. 2h) true
**Arver's Ring (Ring of Mind Shielding) Ring, uncommon (requires attunement)** While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Special: Arver died while wearing this ring and has not yet departed from it to join the afterlife. Instead he has remained to try and exert his influence. The ring has the Wicked minor property. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.
Spell Scroll of Summon Undead 3rd level Uncommon FR-DC-MELB-00-01 Dead In Daggerford (T1, ca. 2h) true
**Summon Undead** PHB'24 p328 Level 3 Necromancy Casting Time: Action Range: 90 feet Components: V, S, M (a gilded skull worth 300+ GP) Duration: Concentration, up to 1 hour You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Classes: Warlock, Wizard Subclasses: Arcane Trickster Rogue, Arcane Trickster Rogue, Lore Bard, Eldritch Knight Fighter, Eldritch Knight Fighter