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Adventure Title
DDHC-CM-15 The Scriviner's Tale
Session
1
Date Played
2025-08-26 19:35:00 UTC
Levels Gained
1
GP +/-
100
Downtime +/-
10.0
Location Played
roll20
DM Name
Echo
DM DCI Number
Notes
**Used**: **Treasure**: 1 x Potion of Fire Giant Strength 1 x Charm of the Shadow Glass **Story Awards**: **Purchase**: **Level up**: 1 **Notes**: Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell, you gain temporary hit points equal to double your proficiency bonus. Once it is used three times, this charm goes away. Favor of the Gloaming Court Ending the threat of the Princess of the Shadow Glass brings the characters to the attention of the Queen of Air and Darkness—whether they want that attention or not. Though the queen does not deign to consider herself in the debt of mortals, she might bestow favors on them if asked, or she could become a powerful but unpredictable ally or patron. Dragon Matters If the characters allowed Caustilancer the black dragon to escape into the wild, it returns to its old lair in the Lizard Marsh, not far from the town of Daggerford. If the characters spend time in Daggerford before setting out on their next adventure, they might encounter the black dragon once more as it swoops over the town’s walls, settles on a rooftop, and demands tribute from the townsfolk. A Little Light Reading The wealth of knowledge in the great library of the Haven of the Red Quill represents an amazing find for the scholars of Candlekeep. If the characters offer up some or all of the collection for donation, they earn the favor of the First Reader and all the Avowed, and might develop close, permanent ties to the library-fortress. **Mitspieler**: * Célestin "Celeste" Deneuve * Esmeralda * (13) Tom the Elevator - Mazekiel - Aasimar - Cleric 12 Paladin 1 * (14) Trava - Kip - Goliath - Fighter 2, Warlock 12 - Gauntlets

Magic Items

Name Rarity Location Table Result Counts?
Robe of Eyes Rare true
**Robe of Eyes** *Wondrous Item, Rare (Requires Attunement)* This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Ioun Stone of Awareness Rare true
**Ioun Stone of Awareness** *Wondrous item, rare (requires attunement)* An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.