Show Log Entry
Adventure Title
DDHC-CM-08 Sarah of Yellowcrest Manor
DDHC-CM-08 Sarah of Yellowcrest Manor
Session
Date Played
2024-04-06 19:00:00 UTC
2024-04-06 19:00:00 UTC
Levels Gained
1
1
GP +/-
276
276
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
/
/
Notes
# Story Awards *(inofficial)* **Greenfast's Friends** The citizens of Greenfast are eternally grateful to you for freeing their village from the cult. From now on, you are always welcome in the sleepy village. If you have rescued Young Fargo, the Bulging Cauldron will always be open to you and Old Fargo will welcome you with food and drink and a room reserved just for you. You can also meet Young Fargo here, who is slowly following in the footsteps of his old master and has left his cultist life behind him. *(inofficial)* **Lifelong Friend** Sir Vecken is grateful for everything you have done. He swears you lifelong friendship and keeps sending you news of his own adventures. He will also give you a warm welcome whenever you find yourself in Waterdeep. # Favor of Candlekeep **Friend of Candlekeep.** You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge. # Loot - 276 GP - Potion of Greater Healing - Potion of Superior Healing - Potion of Watchfull Rest - Scroll of Teleport - Chime of Opening - Robe of Scintilating Colours # Level 9 (Sorcerer 8/Cleric 1) **Class**: Sorcerer **HP**: +5 **Features**: ASI **ASI**: +2 Cha **Spells**: Dimension Door
# Story Awards *(inofficial)* **Greenfast's Friends** The citizens of Greenfast are eternally grateful to you for freeing their village from the cult. From now on, you are always welcome in the sleepy village. If you have rescued Young Fargo, the Bulging Cauldron will always be open to you and Old Fargo will welcome you with food and drink and a room reserved just for you. You can also meet Young Fargo here, who is slowly following in the footsteps of his old master and has left his cultist life behind him. *(inofficial)* **Lifelong Friend** Sir Vecken is grateful for everything you have done. He swears you lifelong friendship and keeps sending you news of his own adventures. He will also give you a warm welcome whenever you find yourself in Waterdeep. # Favor of Candlekeep **Friend of Candlekeep.** You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge. # Loot - 276 GP - Potion of Greater Healing - Potion of Superior Healing - Potion of Watchfull Rest - Scroll of Teleport - Chime of Opening - Robe of Scintilating Colours # Level 9 (Sorcerer 8/Cleric 1) **Class**: Sorcerer **HP**: +5 **Features**: ASI **ASI**: +2 Cha **Spells**: Dimension Door
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
☐ (VR/AT) Robe of Scintillating Colors | Very Rare | false | |||
Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. | |||||
☐ (R) Chime of Opening | Rare | false | |||
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |