Adventure Logsheet
Race: Aasimar Ability Scores: Str: 8 Dex: 14 (+1) Con: 12 Int: 10 Wis: 14 (+1) Cha: 15 (+1) ASI: Constitution, Charisma Skill Proficiency: Persuasion Class: Warlock Proficiencies Armor: light armor Weapons: simple weapons, Tools: none Saving Throws: Wisdom, Charisma Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. Starting Equipment (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, two daggers, and any Simple Weapon Scholar's Pack Adventuring gear 40 gp, 10 lb. Includes: a backpack a book of lore a bottle of ink an ink pen 10 sheets of parchment a little bag of sand a small knife. Background: Turmic (Waterdhavian) Noble Feature: Kept in Style While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward. Skill Proficiencies: History, Persuasion Languages: Celestial, Elvish Tool Proficiencies: One type of gaming set or musical instrument Equipment: * A set of fine clothes, * a signet ring or brooch, * a scroll of pedigree, * a skin of fine zzar or wine, * a purse containing 20 gp
DM-Log (https://docs.google.com/spreadsheets/d/1iGBmpCVBj_D9KkJ4yIEotDRV5vOkXsnnok7dPscOUvA/edit#gid=0)
Space Galleon AAG p46 Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 400 Crew: 20 Damage Threshold: 15 Keel/Beam: 130 ft./30 ft. Speed: fly 35 ft. (4 mph) Cost: 30.000 gp 2 Ballistae (Crew: 3 each) Armor Class: 15 Hit Points: 50 Cost: 50 gp (ballista), 5 gp (bolt) It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Mangonel (Crew: 5) Armor Class: 15 Hit Points: 100 Cost: 100 gp (mangonel), — (stone) It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Adventure Logsheet
Php. p159 Hireling - Skilled: 2 gp per day/p.P
DM-Log (https://docs.google.com/spreadsheets/d/1iGBmpCVBj_D9KkJ4yIEotDRV5vOkXsnnok7dPscOUvA/edit#gid=0)
Story Award: The Second Key Fragment You have recovered the second key fragment and Lorastina can now fashion a complete key to enter the vault to the Maercryshal. 300gp 2x Aid 500gp 5x Greater Healing 1000gp 1x Spell Scroll Raise Dead 600gp 2x Dispel Magic