Adventure Logsheet
We did both treasures of the broken hoard 01 and 02 I saved Blooddrinker and used a downtime day to make him my familiar. I am aware that Blooddrinker is not supposed to be used this way. She is completely non combat, never even near danger. The odds of me using Blooddrinker in combat are less than 0%. I would never put my friend in harm's way. She is a pure roleplay familiar. If you have some kind of weird problem with me having a cat sized bear as a familiar for RP purposes just say so and I won't even bother to mention her. A weird dwarf stabbed me while I was trying to save Blooddrinker, I am not a huge fan of dwarves right now. ****M1 Story Award - Blooddrinker the Bear Blooddrinker the Bear. Through care and patience, you now have a bear pet. She is, however, the size of a small housecat. She cannot attack, defend, distract, aid, or otherwise play any role in combat. She can be taught to do simple tricks if treated well and if you spend 20 downtime days training her. Spent the 20 days to teach her tricks, whatever, I am sure I will regret losing these downtime days later but I don't care.
We defended the town successfully, only gold and xp was gained. At least I didn't have to deal with any dwarves.
Met Zephyros the cloud giant and his ridiculous looking tower. The party was mostly brain damaged fighter types so I had to defuse a couple of tense situations. Successfully woke Zephyros with a creative use of shatter. Gained Ring of Free Action (From hitting t2 and being a member of the Harpers. Bag of Holding Shatter (Scribed from Zephyros's spellbook) 80gp
We travelled from Bryn Shander to Neverwinter on the way to Triboar. We found small group of people creating flesh golems for the fire giants who are trying to raise an army. They were 'dealt with'. I reported all of the information I had on the Ordening to The Harpers in Neverwinter.
Gave myself a level from a DM reward so I could play in a t2 game and not die.
We went to a Tower in the jungles of chult for the harpers and cleared it out so it could be used as a base.
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I scribed the following spells from a couple of fellow wizard's spellbooks when I was in Chult clearing the tower. From Thaydyn Feather Fall Mirror Image Remove Curse Phantom Steed From Canus Absorb Elements Tasha's Hideous Laughter Suggestion Greater Invisibility
Ran another errand for the lady whose name escapes me. Roasted some dinosaurs, spoke with a cult of weretigers, almost died to a massive flurry of darts. I picked up a potion of healing and decided to take the level this time.
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Purchased a 100 GP pearl for the Identify Spell.
Cleared the tower and lifted the curse on a banshee. Didn't take any treasure but I did copy a couple spells from a book Blur - 100gp Witch Bolt - 50gp Picked up a Story Award (I think) Charm of Storms that allows me to cast lightning bolt 3 times without using a spell slot.
Jareel had a bad dream and agreed to help some lady who pulled him into Stygia. Waking up on the freezing planes he fought some Frost Worms. After defeating these foes, and harvesting some meat, The continued on to a city that was made of ice floating on the Stygian Ocean. We were looking for the soul of a lost guardian snake who belonged in heaven. While recovering his soul we were attacked by the god of the sahaugin, Sekolah. A fierce battle ensued. Six other companions on this journey perished in the maw of the god but thanks to some quick thinking and some epic luck, Jareel managed to escape by the skin of his teeth. He poured one out for his fallen homies Daldur Hillwhispers Erelion Davynor Kagame Shu Hux the Riot Petunia Veil Jareel is now 'uneasy' around water and is going to need some convincing if anything involves diving. Jareel now has an unending hatred of sharks and sahaugin.
Bouyed with newfound, if someone cautious confidence after a close brush with death, not to mention facing a god and escaping, Jareel decided to one again flaunt the death curse and go back to chult. After a fun ride in a flying barrel, a daring escape from a horde of zombies and impressing a bunch of birdmen with my crazy bravery/stupidity (I jumped off a cliff with no seeming safety net and safely landed with featherfall). The part ventured into the belly of the beast and Rescued Ikki's husband before find out we were in an Empire Strikes Back scenario as we were inside of an undead t-rex. Using Bigby's Hand, I snatched a magic rope and we fled before we were swallowed. The rest of the party destroyed the beast in short order with holy power and we discovered the source of the undead, now we have to destroy it. I copied the spell Dragon's Breath from a fellow wizard, I forgot his name sadly but he seemed like a nice fellow.
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Trade between Raze and Jareel
'Did all 3 parts of white plume mountain and reaped said rewards. First time I ever ran it. Honestly difficulty was pretty meh but some of the puzzles were fun. Scribed Waterbreathing into my spellbook - 150 gp
Went through Tomb of Horrors and defeated Aecerak. I was paired with an odd grouping that included a gnome possessing a dragonborn, a childlike yuan-ti, a dancing cleric and a worshipper of bane. Copied from Halasjar's Spellbook Expeditious Retreat - 50gp from Halasjar Tenser's Floating Disc - 50gp from Halasjar See Invisibility - 100gp from Halasjar Wall of Stone - 250 From Halasjar Contingency - 300 From Halasjar Copied from found Scrolls. Banishment - 200 Conjure Minor Elementals - 150 Catnap - 150 1200 GP was earned 1250 GP was spent 3 Potions Potion of Vitality Potion of Superior Healing Potion of Flying 4 Spell Scrolls Catnap - Scribed Banishment - Scribed Chromatic Orb Witch Bolt Items found Staff of Power Carpet of Flying 3x5 Manual of Bodily Health _+3 Greatsword Defender (Banked)
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Failed to save civilians in the first part due to dilly dallying. While the rest of the party saved some children and let some minstrels die I singlehandedly saved man named Andrez(?) Defeated Urthok the Relentless although Mulmaster was destroyed. Picked up an Obsidian Steed (Tenebrax) dropped the ring of Spell Storing. Jareel's legend continues to grow. Copied Tongues and Dimension door from Muglobz a fellow wizard. Spent a DM reward afterwards just so I could gain a level and have some freaking pocket cash. tired of running around all broke ass.
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Scribed Spell Scroll of Steel Wind Strike, (250) Spell Scroll of Skill Empowerment, (250) Spell Scroll of Leomund's Tiny Hut,(150) Spell Scroll of Conjure Minor Elementals (150) Spell Scroll of Chromatic Orb (50) Spell Scroll of Witch Bolt (50) 50 GP Diamond for Chromatic Orb 250 GP Forked Metal Rod attuned to the Prime Material Plane MC for Contingency.
Frostbrand greatsword
Scroll of Feeblemind Scroll of True Seeing Scrolll of Darkness Scroll of Whirlwind Potion of Mind Control (Mammal) Potion of Mind Control (Fire Giant) Potion of Mind Reading
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+Potion of Fire Resistance -Potion of healing x2 -potion of Mind Control (fire giant)
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Scribed some spells Feeblemind - 400gp -2 downtime days Whirlwind - 350gp - 2 downtime days Darkness - 100gp - 1 downtime day
Saved Phlan from Nethrex (A death slaad) who was poisoning the entire city. Helped a gith named Najwa. Was rewarded with a scroll of polymorph.
Fought a bunch of things that messed with my mind. Killed some purple worms turned one into a turtle and fed him to Monty. (Bag of Devouring) Collected some magic kelp, tried to kill a party member. Fought a crap ton of Mind Flayers and an Ularithid, fed another Turtle (Mind Flayer) to Monty.
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Tome of Leadership and Influence. Story Award - Nature of the Weave You have uncovered a series of tomes written by the archmage, Manshoon. If you are capable of casting arcane spells, you may spend 50 downtime days to gain proficiency in the Arcana skill. If you are already proficient in Arcana, you double your proficiency when making checks with the skill. Downtime Days Spent 50 for Story Award Spent 8 to scribe Forcecage - 350GP Programmed Illusion 300GP
-1 dtd for Contingency (Turn into a T-Rex on Command) Kyros's Spellbook/ • 1st level: detect magic, identify, mage armor, magic missile, disguise self • 2nd level: detect thoughts, mirror image, misty step, invisibility • 3rd level: counterspell, fly, lightning bolt • 4th level: banishment, fire shield, stoneskin • 5th level: cone of cold, scrying, wall of force • 6th level: globe of invulnerability • 7th level: teleport • 8th level: mind blank • 9th level: gate, time stop
Copied Finger of Death from Jean - 350gp 9 Lives Stealer Scimitar Potion of Superior healing
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5 Potions of Greater Healing
I spent 3 points to bump Jareel up to level 20
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Spells Scribed from Kyros's Spellbook Disguise Self - 50gp Detect Thoughts - 100 Fire Shield - 200 Cone of Cold, Scrying, Wall of Force - 750 Time Stop, Gate - 900 Ruby Dust - 1500 Jade Circlet for Shapechange -1500 Piece of Admantium for Invulnerability - 500
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Got my revenge on that motherfucker Sekolah finally. I changed into a Ancient White Dragon and got to beat on him a little bit.
A Pale Devil Infernal Tutor Spent 3 Soul Coins to learn Infernal.
Favor of Candlekeep Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 7th level for free from an approved Adventurers League resource. Wand of Wonder (Rooster) Grey Robe of the Archmagi Potion of Supreme Healing Aurum wished for bludgeoning resistance and rolled a 63, witnessed by Death. Jareel now has permanent bludgeoning resistance. Scribed from Aurum Crown of Stars Meteor Swarm Dominate Monster -2400 GP
Spent 120 Days at Candlekeep learning netherise.
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Congratulations on completing DDAL00-02f The Definition of Heroism! You may level up if you wish! You have been awarded 3000gp for completing this adventure! You have unlocked a Tome of the Stilled Tongue! If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This thick tome contains pages of thin, hammered copper and has thin covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. Consumables Found up to two 7th level Spell Scrolls dependant on party choice Quaryl's Spellbooks. Quaryl has amassed a significant number of spells throughout the years, and the characters may retain one tome per character. Each tome is devoted to a single level of spells. Flipping through it, you find that it has one spell that you currently do not know (chosen by you from the Player’s Handbook). Attempting to leave Myth Drannor with Quaryl’s spellbooks results in the spellbook being teleported back to Quaryl’s lair ten days later, and any of Quaryl’s spellbooks that are removed from the Prime Material plane (including when the bearer is subjected to a teleportation effect) immediately rematerialize on a shelf in his lair. Efforts to reproduce these tomes always end in failure, with duplicates randomly catching fire, sprouting wings made of human hands, or something stranger. However, one can scribe from Quaryl’s Spellbooks into their own spellbook as per normal. Players may spend up to 10 downtime days with Quaryl's Spellbooks after which they return to Myth Drannor. They may each scribe up to one spell of their choice per spell level from the Player's Handbook. Story Awards: Larloch’s Unblinking Gaze. “The warlock”—in truth, the Netherese lich Larloch—has taken an interest in you. You have already discovered that he can control undead creatures with but a thought and that he has a significant understanding of the way that the Weave works. This may work for or against you in future encounters with Larloch and his agents. Lore of the Ages. The corrupted lorenorn Quaryl Tellasarim had amassed a wealth of arcane knowledge over the years. The tomes are worth a fair amount to collectors, but as they are first-hand accounts of direct interactions with the Weave the scholars and acolytes of Candlekeep would give a counter offer: a tenday of access to the great library’s vast resources in exchange for a full set of 6 tomes of a given school of magic. Alternately, you can turn in 3 sets of tomes in to Candlekeep in exchange for a 7th-level spell scroll of your choosing from an Adventurers League-approved source. If you attempt to surrender forgeries or duplicate copies to the acolytes at Candlekeep they will quickly discover your ruse. You will be ejected from Candlekeep until such time as you make a 10,000 gp donation or discover another campaign-approved method of removing this penalty. Myth Drannor Explorer. You have entered the ruins of Myth Drannor and survived to tell the tale. While this is still considered a holy place for elves across Faerûn, others may be keenly interested in hearing of your exploits. When you stay at a tavern in a large city (such as the Yawning Portal in Waterdeep), you may make a DC 18 Charisma (Persuasion) check; if successful your drinks and lodging are paid for by the other patrons. If unsuccessful, you are stuck with the bar tab for everyone that night. High-ranking elves may have a dim view of your unsanctioned activities in Myth Drannor. At your DM’s discretion, your Charisma-based skill checks are made with disadvantage when dealing with elf nobles and very strong spellcasters. DM: Death 101010 DCI: 6318732348 Spent 10 Downtime Days.
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Scribed the Following Spells from Quaryl's Library. Prismatic Wall - 225Gp Anti-Magic Field - 200Gp Reverse Gravity - 350Gp Mass Suggestion -300Gp Hold Monster - 250Gp Arcane Eye 200Gp Hypnotic Pattern 150Gp Darkvision 100Gp Disguise Self 50Gp
4 Hours of time. Spell Scroll Meteor Swarm Clever Torso: You are carrying the armless, legless torso of a ghast—the infernal architect Khemed Rein. Khemed can talk and is desperate to escape the Nine Hells. If you fail a saving throw while carrying Khemed, you can choose to have the e ect target him instead. This always destroys him, even if the e ect deals no damage. If you leave the Nine Hells, you can return Khemed to his homeland and he is forever in your debt. 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 end 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.
5 Hours of advancement for all that matters. Potion of Flying 2 Soul Coins