Adventure Logsheet
Race: Human (Variant) Ability Scores: Str: 16(+1) Feat(+1) Dex: 12 Con: 15+1) Int: 8 Wis: 10 Cha: 8 Racial Feat: Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * You are proficient with improvised weapons. * Your unarmed strike uses a d4 for damage. * When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Class: Fighter Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: none Saving Throws: Strength, Constitution Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Starting Equipment (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack Explorer's Pack Adventuring gear - 10 gp, 59 lb. Includes: a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Background: Sailor Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, vehicles (water) Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp Feature: Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Feature: Knightly Regard You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
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Service Award Log == 58 Actual Hours +0 Running the Game +0 Hours as Metoring New DM +0 Hour for Safty Tools +6 Hours DM-Prep +0 Running Learn-To-Play New sum == 64 hours 10 hours used for: 2/6 Tier 1 Rewards Taken 1/6 Tier 2 Rewards Taken 0/6 Tier 3 Rewards Taken Hours Left: 44 hours Tier 1 adventure reward + 250 gp -- Gloves of Thievery Emerald Pen + 10 dt Tier 2 adventure reward + 2500 gp -- Insignia of Claws
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Gold: 153gp 3S Consumables: Potion of Healing, Spell Scroll of Protection from Poison Magic Items: Slippers of Spider Climbing Story Awards: Story Award: Ylraphon Adventurers Guild You might join the Ylraphon Adventurers Guild if you defeated Sitalash before nightfall, if you obtained one of the Local Pursuit story awards (as described above), or if you are willing to pay 50 gp initial dues as described in Adventurers Guild of Ylraphon. This award grants access to the Guild Delving downtime activity described in that handout, as well as other benefits to be seen in future modules set in Ylraphon. This award is available to characters who successfully completed this adventure. Local Pursuit: Part-Time Taverner Deine Erfahrungen in der Altstadt haben dich mit einer Gruppe von Möchtegern-Tavernenbesitzern in Kontakt gebracht, die ihr Lokal außerhalb der Palisade gründen wollen und dir angeboten haben, dich als Partner einzubringen. Wähle einen Namen für die Taverne und schreibe den Namen als Teil des Story Awards auf ("Local Pursuit: Business Owner (Zur willigen Waldelfin)"). Wenn du möchtest, kannst du denselben Tavernennamen wie andere Charaktere aufschreiben, die diesen Story Award erhalten, und sie so zu deinen Partnern machen. Unmittelbar vor oder nach einem Abenteuer, das in Ylraphon spielt, kannst du bis zu 10 Downtime-Tage damit verbringen, dich um dein Geschäft zu kümmern, indem du die auf Seite 129 des Dungeon Master's Guide beschriebene Downtime-Aktivität "Ein Geschäft leiten" nutzt, mit Unterhaltskosten von 2 Gp pro Tag für deinen Anteil an den Ausgaben. Wenn du während eines Abenteuers in Ylraphon eine Mahlzeit oder ein Getränk kaufst, ist der Preis, den du bezahlst, nie höher als der normale Preis, der im Player's Handbook angegeben ist (dies betrifft nicht die Ausgaben für den Lebensstil).
Scroll of Heroism; Potion of Poison;
Arrows +1 Ammunition, uncommon Arrows: 10x These arrows make a hissing sound when drawn from their quiver. Local Pursuit: Swamp Guide Deine Erfahrung beim Navigieren durch die sich verändernde Landschaft des Flooded Forest kann dir dabei helfen, andere zu führen, die durch diese tödliche Wildnis reisen müssen. Wenn du immer wieder in dieses Gebiet zurückkehrst, hast du einen Instinkt dafür entwickelt, wie du dich in tückischem Terrain zurechtfindest. Dokumentiere den Story Award "Local Pursuit: Swamp Guide". Unmittelbar vor oder nach einem Abenteuer, das in Ylraphon spielt, darfst du 5 Downtime-Tage damit verbringen, Jäger, Plünderer und andere durch die nächstgelegenen Teile des Überschwemmungswaldes zu führen. Einmal während der nächsten Spielsitzung nach dieser Aktivität darfst du deinem DM mitteilen, dass du diesen Vorteil nutzt, um einen Vorteil bei einem Athletics oder Acrobatics Check zu erlangen, um über ein Hindernis zu springen, natürliches Gelände zu erklimmen, das Gleichgewicht zu halten oder einen Sturz zu vermeiden.
Potion of Healing; Staff of the Adder; Red Splint Armor Armor, Mundane
Tabbak poh 2x pogh 3x
Stange Kippen: -5 gp Booze: 25 gp Diamond Dust: -100gp 2x Diamond (Revivify): 300 gp 2x
-2 Potion of Healing; Potion of Greater Healing; Cloak of Many Fashions, Figurine of Wondrous Power, Ebony Fly Potion of growth Lost in Space: You ruined Christmas for the children in Rock of Bral
Potion of Superior Healing; Drawn to the Wheel. You have received a vision of a great magic item at the bottom of the Axcelon mine. You sense that it is a powerful weapon. This award has no immediate mechanical effect. Knowledge of House Tor’Erhyl. You have gained some insight or secret of a drow house. Other houses of the Zethlentyn Protectorate may find this valuable. This award has no immediate mechanical effect.
Stange Kippen: -5 gp Booze: 25 gp
Amulet of Health
Stange Kippen: -5 gp Booze: -25 gp
Potion of Growth, Potion of Animal Friendship Story Award: Durthan’s Curse You have been marked by the evil Durthan. Any witch that survived this battle will be able scry you and will do so unless you take precautions to prevent it. If you are not able to prevent the scrying, your party will have disadvantage on all initiative checks in combats that involve one of these three Durthans or any of her minions. You are also at a disadvantage on stealth checks to surprise these Durthans or their minions. Story Award: Friend of Rashemen You have earned the respect and regard of the Rashemi people by rescuing the Vremyonni and returning the wychlaran mask.You have advantageon all social checks with the people of Rashemen if they know your name and what you did.
Stange Kippen: -5 gp Booze: -25 gp