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Daniel E: DM Joe: Shin, paladin, står opp for de svake, pompøs, lg human? Kenneth: Tryggvi, Illusker, fighter, human Ovaa: Grut, Half orc, cleric, spre glede Karianne: Verrin, Wood elf barbarian
Joe/Shin Rune/Izmael Kenneth/Tryggvi Karianne/Verrin
Joe/Shin Rune/Izmael Emil/Willow
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4 healing potions
GM Ask Eirik Emil +?
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Rolf, Snake Eyes Asger, GulDarn Calanduil, Iados Tsukuyomi, Shierou
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User: Casper Akto Kanstrup Character: Danaril Name: Broom of flying Rarity: uncommon Location: CCC-RPSG-01 Ooze There Notes: This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.
DM Martin Brett, Baroo, human wiz Kasper K, Alina, wiz Tsuku, Manson, monk Magnus, Falk, human fighter Simira, Verrin, elf barbarian
Tsukuyomi, hobgoblin paladin, Mundral, Kasper K, aasimar , paladin 10, Sheridan, Kuta, Glor-Galad, high elf, wiz bladesinger 7 Paaske, moon elf, Lyraesel, Kristian, half-orc, barbarian 7, Rollo, Simira, Verrin barbarian 7
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Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
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Traded with Yarinda. A Dish best served cold. Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
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A Dish best served cold. Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
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CCC-ARCON01-01, tomb (early version of the module)
3h Simira, Verrin barbarian Paaske, Lyraesel Espen, Aodh, rogue/fghtr 5 Sandra, Willow, rogue 7 Kristian H, Raytak, Paladin
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Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
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4h DM Snooze Davis, Pip, halfling fighter Christian, Catawampus, druid Cal, Ander, Pal/lock Simira, Verrin YAM, Grit, bard
4h DM Snooze Christian, Catawampus Calanduil, Ander Davies, Blue Espen, Hymn, tiefling Simira, Verrin
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2 potions of greater healing
Adventure Logsheet
Potion of water breathing 34 hp 0 rage 1 level exhaustion
TaC, Oone Tsukuyomi, Charos aultsider, Maxmillian Simira, Verrin
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Ingot of the Sköld Rune (R,A) Verrin, Chapter 8: Forge of the Fire Giants This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
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Martin, Pah’Zel’Dak Scott, warlock 10, Ganymede, kobold, red w blue eyes Emil, Sturen Blake, 8, dragonborn, companion/brother Arzal, ranger YesAdman, soc10, Vald, human, marble skin Simira, Verrin, barbarian 10
Will, Hope Liam, Karri, human Mulmaster battlemaster Martin, Zac, paladin Tsukuyami, Eliaz Simira, Verrin Potion of Heroism Potion of Fire Giant Strength Scroll of Illusory Shadow Dragon Story Awards: Story Award: Champion of the Arena. During the Celebration of Swords, your team defeated all the other combatants to become the champions of Hillsfar Arena. Worshippers of Tempus, especially the faithful at the Vault of Swords in Hillsfar, look upon you with awe.
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Horn of Valhalla, brass (R) rare CCC-GAD02-03 Arena of Champions Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. Traded
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Horseshoes of speed (R) rare Chapter 8: Forge of the Fire Giants Chapter 8: Forge of the Fire Giants Show Notes: These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet Traded
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You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Traded with Bret
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This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you. Notes: This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other. adventuring gear (wondrous item) Category: Items Item Rarity: Uncommon Weight: 3 Trade from Verrin to Harold
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GrigFiddle This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as ainstrument of the bards (anstruthharp)(see the Dungeon Master’s Guide). Anstruth Harp Wondrous item, very rare (requires Attunement by a bard) An Instrument of the bards is an exquisite example of its kind, superior to an ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Control Weather, Cure Wounds (5th level), Wall of Thorns
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Espen, Keeva, half orc baribarian Simira, Verrin, elf barbarian Martin, Zherxiz, gnome wiz from Waterdeep Kristian, Ender, male firbolg druid Fenris, Zuki Potion of invulnerability Bought 8 superior healing potions 2500 5 potions of greater healing 500
Knudzen, Riley Martin, Maguldur MarkM, Muirdoch Simira, Verrin Emil, Zuki
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Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage. Trade: Char: Tater of Clan Thunderbelly
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TaC, bugbear, w horse Martin, Zac Martine, Trician Ian, Raneko Simira, Verrin
Bret, Rocco, human, rogue Len, Worf, bugbear, barbarian Sorengraves, Lervathra, shadar, wiz Simira, Verrin, barbarian phoenix, JC Flores, Ynigo, life cleric Potion of Cloud Giant Strength potion of superior healing
KKnudzen, Kahlee TaC, Lara Sin Espen Ducky, Aodh, MarkM, Kaisenya Simira, Verrin Potion of Fire Giant Strength
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Requires Attunement This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
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Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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Requires Attunement This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an Action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different Effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an Action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's Effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces: Face — Charges — Effect: 1 — 1 — Gases, wind, and fog can't pass through the barrier. 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 — 3 — Living matter can 't pass through the barrier. 4 — 4 — Spell Effects can 't pass through the barrier. 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4
Simira, Verrin, barbarian 16 Espen T, Ilanir, aasimar bard 14 tom h, Indigo, shadar kai paladin Bryan M, Firn, tabaxi bard 12 Kuta, Timaeus, triton troublemaker, storm sorcerer
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Martin, Brego Danny, Ken Espen AE, Cerdd Simira, Verrin Scroll of Daylight
DM DanW Espen, Cerdd Danny, Ken, firbolg monk Martin, Brego Simira, Verrin Potion of Vitality Scroll of maddening darkness
DM DanW Espen, Cerdd Danny, Ken, firbolg monk Martin, Brego Simira, Verrin
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Bought 5 potions of Supreme healing
Polengoldur, Polengoldur, Kuta, Zir’a’ruj, gith necromancer 20 Len K., Singleton, drow, bladesinger 20 Stonesteel, Barty, halfling, bard/pal 20, Simira, Verrin, barb 17 Potion of vitality
Polengoldur, Polengoldur, Kuta, Zir’a’ruj, gith necromancer 20 Len K., Singleton, drow, bladesinger 20 Stonesteel, Barty, halfling, bard/pal 20, Simira, Verrin, barb 17 Potion of Vitality Potion of Storm Giant Strength Bought 4 potions of surpreme healing
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TomH, Indigo, shadar kai paladin (Stargazing the Albatross) +6 MarkM, Araphael, Aasimar paladin +5, Lacerta Pegasus coldfusion, Nixie, beach wizard, evoker Simira, Verrin, barb 18 Potion of surpreme healing
TomH, Indigo, shadar kai paladin (Stargazing the Albatross) +6 MarkM, Araphael, Aasimar paladin +5, Lacerta Pegasus coldfusion, Nixie, beach wizard, evoker Simira, Verrin, barb 18 Netherese
Mark, Amarddyn, druid 17 Kristian, Percy, aasimar, sorc 18 Paaske, Miredo, human, swashbuckler Simira, Verrin, wood elf barb 18 Dara needs to resurrect The Bloody Hooves company that went with Zariel. Commander Rutger Delaroux, soul has been stolen away by Zariel’s lieutenant. General Everbleed was taken to house of gore, ice devil. Verrin n4 Resting in cabin by Mirado. Percy inspiring leader +23. Imp Zaff, boss Pipyap. Night hag Tal’kandelagra, imprisoned in the house of gore. By saving her will transfer the favor. Pip owes Jeny Greenteeth a favor, wants to transfer it to the night hag. Zaff offers a bottle of wine and a potion or surpreme healing. Escorting the hag to the imp. The crown. Three nalfesnies keeping an eye on the entrances. Kneels to offload cadaver collectors. Disguise as dead, try to be picked up by cadaver collector. It sees through Dara and Miredo. Attack. Try again, Percy telekinesis the cadaver collector, war machine comes to pick up. Entering chamber Vecaardii, blob. Blood fury tattoo: 1 + Long and grueling battle. 5 soul coins.
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DM KKnutzen Mark, Amarddyn, druid 17 Kristian, Percy, aasimar, sorc 18 Paaske, Miredo, human, swashbuckler Simira, Verrin, wood elf barb 18 You managed to defeat the master of the House of Gore walking Citadel Bertheraan, Yeenoghu’s personal envoy Sherem-Varg, and the champion of Yeenoghu Razek Vowbreaker. You learned that the Hellrider’s Commander Rotger De la Rue's soul has been sent to the Death Dells, Yeenoghu’s hunting grounds in the Abyss. When you are ready, you can pass through the portal in and continue the story in DDAL09-20 Where Devils Fear to Tread. Story Award: Ice Pact The ice devil General Everbleed is escorting you on your mission to recover the soul of Rotger de la Reue. You can control the fiend in combat, but the DM can take control of his actions at any time. If you leave the Nine Hells, the general’s debt of service is removed, and he leaves your side. Story Award: Lost Hope The name of the person whom you care for the most has been revealed to the demons of the Abyss, and you cannot shake the fear that they are being hunted. You gain an additional bond: “My actions have endangered my loved one.” At the end of every adventure you play, roll a d20. On a result of a 1, your fears come true as the demon prince Yeenoghu assassinates your loved one. The only way to remove this story award is to kill Yeenoghu. Gold: 2 surpreme + 5 superior healing potions.
Percy cast Death Ward for all. Aid +25HP Devil Gen. Everbleed comes with us to fight demons. LEFT BACK. Portal to the Death Dells. 422 lvl of the Abyss. South West, towards the Savannah. Ambush by the river, 2 vroks and hyenas. Group of people, Miredo helps them to the Sword Coast. They give directions. Elisande, wants to kill Dara. Convinced to go away for goats (Percy). Pond with greenery and beetles. One turns into a butterfly. There is a map and abyssal writings of an attack plan via Styx. Found the general’s soul, attacked by gnolls, perytons, Yeenoghu, merilith.
Death Ward, Aid, reaction used. Peryton, Yeenoghu, Maurethzi, Gnoll Archers, Merilith, Flind, Undead Gnoll Pack Leader Verrin dealt the killing blow to Yeenoghu. Killed heart. Black greatsword fraom Crackfang. Back in House of Gore, horrific site. Large battles, hordes of abyss. Commander: Help the devils against the demons Dara: unsure Fai Chen: assault the demons Dragon: fight the demons Gideon Honorsbright, dwarf paladin: arrack devils for Zariel Glamdring Ironbelly: devoted to Dara, take action. Hadriel will serve commander. Leave the bloodwar, defer to commander. Rascamedes: stealth attack demons. Verwyrr: direct against demons Zaruban unicorn: attack either, mount for Dara Mahadi: against the demons Blessing + short rest -450 GP for Greater Restoration Demon goal is to attack the port on Styx, skulls on the river Zariel herself is not anywhere to be seen. Gnoll commanders, 4? Riding vroc. Defeat the demonic leadership and leave the army in disarray. One dragon breath attack You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia. Story Award: Thanks of Ilmater Boon of Immortality You stop aging. You are immune to any effect that would age you, and you can’t die from old age. Boon of Planar Travel When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can’t use it again until you finish a short rest. Potion of Flying Spell Scroll of Gate Soul Coin x 3 bought: 4 surpreme healing potions
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3x supreme healing potions
Fenris, Brion Klif, paladin, winged asimar Paaske, Minaris,elf, cleric of Corellon Adolfo, G, Harengon, mercy monk Simira, Verrin, elf barb 20 Aura necrotic, psychic, radiant. Xiphhu, long time ago, into the world, destroyed. Decieved. Sea of Fallen stars, one thing survived. The eye of xiphhu, power to destroy the world. Hironimus. Long forgotten. Barom Rajiram paid attention. Took his great sky castle to the island. Others became aware. Sent to stop those who would ruin the world. Seers tower, looking out. Princess Iridansa can provide more information. a great cloud castle owing fealty to Baron Rajiram, the cloud giant ruler, is on its way to the isle. It’s ruler, known as Dworkin, is a powerful wizard Eye, ptrified orb. Wand of the War Mage +3 Dragon ride, Frindur, Khombarn. Sea elf Heriel. Giants 6h ago, groups to the surface. Magic attack on the island for 3h. Something within the island is resisting. Kraken society, sahuagin, aboleths. Merfolk, Lord’s alliance. Surface entrance, giants, aboleths etc. Underwater entrance, princess Iridansa. Large dragon turtle white shark emblazed on its shell. 25000 GP
Kristian, Ende, firbolg, star druid 17 Kknutzen, Allesia, aasimar, paladin 18 Paaske, Minaris, elf cleric of corellon Simira, Verrin, wood elf barb 20 Giant Count Ramiraj, powerful artifact from underwater lair. Aid, Inspiring Leader, Warding Bond, Freedom of Movement, Temp hp 120, water breathing. Portal, get the artifact. Back to where we found the Princess. Super apple in glass pillar. Minaris and Verrin has a bite. Fish poking bubble. Shiny diamond inside. Black Dougal. Merfolk dancing around a pillar. Toga of Zagyg, Sylinder, piece of folded fabric. Charmed. Heard Giants south. Hill Giants, bag. Minaris stole the bag. Fire, rune inscribed hammer. Fighting undead. Alchoves with humanoids, in pain, daggers in chest. Pulls out, they turn to dust. Eye of Xiphhu, Tome of Understanding Potion of supreme Healing Potion of Vitality 37500