Show Log Entry
    Adventure Title 
DDHC-HF Saving the Children's Menu
 DDHC-HF Saving the Children's Menu
    Session 
1
  1
    Date Played 
2024-05-14 19:00:00 UTC
2024-05-14 19:00:00 UTC
    Levels Gained 
    
  
  
    GP +/- 
500
  500
    Downtime +/- 
10.0
10.0
    Location Played 
    
  
  
    DM Name 
Claudia
  Claudia
    DM DCI Number 
    
  
    Notes 
Party: Dixer - Hops Haube - Harengon - Scout Rogue 9 - no faction Ka'Narlist - Cellica Le'Quella - Elf - Wizard 10 - Harpers (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (10) Madlech - Gomo Nimblebranch - Ghostwise Halfling - College of Lore Bard 10 (8) Echo - Kyran - Aasimar (Elysium) - Life Cleric 8 - Emerald Enclave Played: 3 h Locations: Daggerford (River Shining Tavern), Holrow Homestead Treasure: * 500 GP * Charm of the Stumblenoodle When a creature you can see within 30 feet of you moves, you can use your reaction to give the creature the prone condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16 Wisdom saving throw or have the stunned condition until the end of their next turn as they laugh uncontrollably at their friend's misfortune. Once used three times, the charm vanishes from you. The charm of the stumblenoodle counts as one of the character’s consumable magic items and can be brought into an adventure session or not, like any other item.
Party: Dixer - Hops Haube - Harengon - Scout Rogue 9 - no faction Ka'Narlist - Cellica Le'Quella - Elf - Wizard 10 - Harpers (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (10) Madlech - Gomo Nimblebranch - Ghostwise Halfling - College of Lore Bard 10 (8) Echo - Kyran - Aasimar (Elysium) - Life Cleric 8 - Emerald Enclave Played: 3 h Locations: Daggerford (River Shining Tavern), Holrow Homestead Treasure: * 500 GP * Charm of the Stumblenoodle When a creature you can see within 30 feet of you moves, you can use your reaction to give the creature the prone condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16 Wisdom saving throw or have the stunned condition until the end of their next turn as they laugh uncontrollably at their friend's misfortune. Once used three times, the charm vanishes from you. The charm of the stumblenoodle counts as one of the character’s consumable magic items and can be brought into an adventure session or not, like any other item.