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Adventure Title
DDHC-CM-08 Sarah of Yellowcrest Manor
Session
Date Played
2024-04-06 19:00:00 UTC
Levels Gained
GP +/-
276
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
0000
Notes
# Teilnehmer: (8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers (9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none (8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1 (5) Eklan - Weed - Aasimar - Moon Druid 5 -none (8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none # Loot: **1.380gp** **1x Spell Scroll: Teleport** **1x Potion of Watchful Rest** **1x Potion of Greater Healing** (4d4+4) **1x Potion of Superior Healing** (8d4+8) **Robe of Scintillating Colors** *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. # Story Awards: **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.

Magic Items

Name Rarity Location Table Result Counts?
Robe of Scintillating Colors Very Rare DDHC-CM-08 Sarah of Yellowcrest Manor 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.