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Adventure Title
DDHC00-GSM Ghosts of Saltmarsh – Chapter 2: The Sinister Secret of Saltmarsh
Session
2
Date Played
2020-03-01 11:28:00 UTC
Levels Gained
1
GP +/-
40
Downtime +/-
10.0
Location Played
Roll20
DM Name
adrian-rpg
DM DCI Number
4320793759
Notes
After arriving on an island in the middle of nowhere we assissted some fairies who were being hunted down - well, one of us did. Afterwards, a group of fish people approached us and asked us for help in their struggle against an underwater beast, that caused the water to be spoiled. Turns out, the situation was quite the opposite - the beast was a young dragon being held captive by the fishpeople, who turned out to be sea hags. We defeated them. As a sign of his gratefullness, the dragon gave each of us a cloak of the manta ray

Magic Items

Name Rarity Location Table Result Counts?
Cloak of the Manta Ray Uncommon Roll20 - - true
adventuring gear (wondrous item, shoulders) Category: Items Item Rarity: Uncommon While wearing this cloak with its hood up, you can breathe Underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Pot of Awakening Common Inherited Malevolence false
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.