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Myrzyne Eilsth

Season:
Forgotten Realms
Race:
Elf (Drow)
Class:
Life Cleric 3
Background:
Costum
Lifestyle:
Poor
Current Level:
4
Total GP:
188
Total Downtime:
40
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
2
Magic Item Limit:
1
Chultan Midwinter Candle (Candle of the Deep),
Flurried Furs (Smoldering Armor),
Cloak of Protection

Log Entries

Date Played Adventure Title Session ▲ Levels GP Downtime Magic Items
2022-09-21 18:25 Character Creation 15 Show

Race: Elf (Drow)


** Ability Scores:**

Str: 10
Dex: 14
Con: 14(+1)
Int: 10
Wis: 17
Cha: 10


Racial Traits

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.


Class: Cleric

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

Starting Equipment

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Priest's Pack

Adventuring gear - 19 gp, 24 lb.

Includes:
  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin.

Background: Costum (Entertainer)

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment:
  • A musical instrument (one of your choice),
  • the favor of an admirer (love letter, lock of hair, or trinket),
  • costume clothes,
  • and a belt pouch containing 15 gp

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

2022-09-21 19:24 Shopping -5 Show

Sell: Mace (+2.5gp), Dagger(+2.5gp)
Buy: Shortsword (-10gp)

2022-09-21 21:00 SJA-01 - Orientation 1 10 10 Show

Gold: 50gp
Items: Navigators Tools, 5 Healers Kit.

2022-10-22 19:30 SJA-02 - Trial by Fire 1 100 Show
2022-12-16 18:30 DDAL00-04 Winter’s Flame 1 28 10 Chultan Midwinter Candle (Candle of the Deep), Flurried Furs (Smoldering Armor) Show

Ally of the Snowman

Ouen thanks the characters by granting each of them a shining bronze star that reads “Ally of the Snowmen”, nearly identical to the badges that his troops use. These trinkets are always cold to the touch and are worth 20 gp if the characters decide to sell them.

2023-02-06 19:00 SJA-03 Realmspace Sortie! 10 Show

1x Poition of Healing
-4 Uses Healing Kits

2023-03-26 16:30 WBW-DC-TLRMB-02 The Last Resort 40 10 Cloak of Protection Show
Date Played Adventure Title Tier Session ▲ ACP TCP Downtime Renown
2022-09-21 18:25 Character Creation Show

Race: Elf (Drow)


** Ability Scores:**

Str: 10
Dex: 14
Con: 14(+1)
Int: 10
Wis: 17
Cha: 10


Racial Traits

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.


Class: Cleric

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

Starting Equipment

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Priest's Pack

Adventuring gear - 19 gp, 24 lb.

Includes:
  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin.

Background: Costum (Entertainer)

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment:
  • A musical instrument (one of your choice),
  • the favor of an admirer (love letter, lock of hair, or trinket),
  • costume clothes,
  • and a belt pouch containing 15 gp

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

2022-09-21 19:24 Shopping Show

Sell: Mace (+2.5gp), Dagger(+2.5gp)
Buy: Shortsword (-10gp)

2022-09-21 21:00 SJA-01 - Orientation 10 Show

Gold: 50gp
Items: Navigators Tools, 5 Healers Kit.

2022-10-22 19:30 SJA-02 - Trial by Fire Show
2022-12-16 18:30 DDAL00-04 Winter’s Flame 10 Show

Ally of the Snowman

Ouen thanks the characters by granting each of them a shining bronze star that reads “Ally of the Snowmen”, nearly identical to the badges that his troops use. These trinkets are always cold to the touch and are worth 20 gp if the characters decide to sell them.

2023-02-06 19:00 SJA-03 Realmspace Sortie! 10 Show

1x Poition of Healing
-4 Uses Healing Kits

2023-03-26 16:30 WBW-DC-TLRMB-02 The Last Resort 10 Show
Date Played Adventure Title Session ▲ XP GP Downtime Renown Magic Items
2022-09-21 18:25 Character Creation 15 Show

Race: Elf (Drow)


** Ability Scores:**

Str: 10
Dex: 14
Con: 14(+1)
Int: 10
Wis: 17
Cha: 10


Racial Traits

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.


Class: Cleric

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

Starting Equipment

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Priest's Pack

Adventuring gear - 19 gp, 24 lb.

Includes:
  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin.

Background: Costum (Entertainer)

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment:
  • A musical instrument (one of your choice),
  • the favor of an admirer (love letter, lock of hair, or trinket),
  • costume clothes,
  • and a belt pouch containing 15 gp

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

2022-09-21 19:24 Shopping -5 Show

Sell: Mace (+2.5gp), Dagger(+2.5gp)
Buy: Shortsword (-10gp)

2022-09-21 21:00 SJA-01 - Orientation 10 10 Show

Gold: 50gp
Items: Navigators Tools, 5 Healers Kit.

2022-10-22 19:30 SJA-02 - Trial by Fire 100 Show
2022-12-16 18:30 DDAL00-04 Winter’s Flame 28 10 Chultan Midwinter Candle (Candle of the Deep), Flurried Furs (Smoldering Armor) Show

Ally of the Snowman

Ouen thanks the characters by granting each of them a shining bronze star that reads “Ally of the Snowmen”, nearly identical to the badges that his troops use. These trinkets are always cold to the touch and are worth 20 gp if the characters decide to sell them.

2023-02-06 19:00 SJA-03 Realmspace Sortie! 10 Show

1x Poition of Healing
-4 Uses Healing Kits

2023-03-26 16:30 WBW-DC-TLRMB-02 The Last Resort 40 10 Cloak of Protection Show