Adventure Logsheet
Players: Leafy the Turtle, Sajukar, Brother Lazarus, Legolas, Evandale, Alfin Hours played: 5 hours (can advance a level) Consumables: Potion of Healing (Evandale), Spell scroll of Arms of Hadar (Leafy)
Hours played: 2 hours Gold: 40 Consumables: N/A Story Award: Vadd Narkoz Guard Captain Hrogar invites you to a private ceremony within the central hall of Glip Dak, a massive Netherese building of exotic stone. There he and other officers thank you for your service and discretion, awarding you Vadd Narkoz, “Strong Warrior,” in this private proclamation. The hobgoblins of Glip Dak acknowledge you as a worthy and trusted ally. For future Glip Dak modules, the adventurer has advantage on Charisma checks when interacting with Kroth Magg soldiers and guards.
Players: Brother Lazarus, Alfin, Leafy the Turtle Hours played: 2 hours (can now level up) Consumable: 1 Potion of Water Breathing (Alfin) Story Award: Well, Atleast You Tried You are a survivor of the Woolgathering Tidsoptimist disaster, who tried to bring crucial supplies to Mulmaster despite the calamity around you. The starving people of the Zhent Ghetto remember and erect a small memorial honoring you and the rest of the ill-fated crew.
Adventure Logsheet
*** DM ENTRY ***
Player: GreatEnabler | HM, Rodello - Ogami, @Jhanine | Lala Twin Star, Gte - Lazarus, Lowidex | Boris, Gojo, Alfin, Roo Hours played: 5 hours (JESUS CHRIST) Downtime: 10 (If you leveled up) Level of Advancement: 1 Gold: 80GP (max gold) Consumable(s): 2 Potions of Psychic Resistance (Roo and HM) Story Award(s): N/A Magic Item: Helm of Comprehend Languages (U, RA)
Players: Ro, Foire, Leafy, Troppus, Evenstar Hours Played: 5 hours (can now level up) Consumables: Potion of Healing, Alchemist's Fire Potion of Poison Resistance Story Award: Snakes on a Brain Snakes on a Brain. After being charmed by the grung’s gift, you experience recurring nightmares over the next few weeks. Most of them involve vicious serpents and a soft voice whispering to join them in the arms of oblivion. Potions of Animal Friendship, Healing, Poison Story Award: The Trusting Triceratops The Trusting Triceratops. Through your actions, you’ve garnered the respect of the Ytepka Society. Though their numbers are few, you are now aware of how their members secretly identify themselves to each other. During any of the rare social interactions you may have a member of the Ytepka, their starting attitude will automatically be friendly. Story Award: Cute and Scaly (Troppus) You found a velociraptor egg. With proper care, it hatches within the next week, but since it is away from its natural habitat, its growth is stunted. It may not be attack, defend, or provide aid in combat, being no deadlier than a domesticated dog or cat. However, through patience and practice, it can be taught simple tricks and name recognition if trained and fed for a minimum of 20 downtime days.
DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 1 Players (Same for all 3 Sessions): @Hunyooooo | Dok Kaka Iba@The Art of Get Me Out | Leafy The Turtle@Mr. Meme | Wile Din@Aer | Vespa Hymn@PeanutBudderJ | Ferrous Paia@Vin23 | Vindi Vall@dgarmsen | Enrile Consumables: Potion of Mind Reading Potion of Flying Spell Scroll of Conjure Minor Elementals Spell Scroll of Dispel Magic Spell Scroll of Fear Spell Scroll of Hold Person Spell Scroll of Magic Mouth Magic Items: +1 Chain mail Armor, rare Others: (Ponce) Snarla's Spellbook -1st level: magic missile, shield, thunderwave -2nd level: mirror image, web -3rd level: dispel magic, fear, haste, stinking cloud DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 2 Hours Ran: 2 (22:00-24:00) Magic Items: Stone of Good Luck Wonderous item, uncommon (requires attunement) Boots of Striding and Springing Wondrous Item, uncommon (requires attunement) Goggles of Night Wondrous Item, uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 4: White Plume Mountain) Session 3 Hours Ran: 4 (00:00-4:00) Consumables: Scroll of Protection (Fiends) Magic Items: Potion of Greater Healing potion, uncommon Ring of Protection wonderous item, rare (requires attunement) Ring of Spell Storing wonderous item, rare (requires attunement) Armor of Vulnerability (slashing) Armor (plate), rare (requires attunement) Story Awards: First Weapon Returned Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. (2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing) Second Weapon Returned Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. Third Weapon Returned The Lich King's Blessing(Under my table only or on cool Dungeon Masters, no mechanical benefit just a cool name) Blessing of protection or a Blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL (Magic Item Limit) restrictions. Rewards 1. 2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing 2. Necklace of Prayer Beads (rolled 6 - Bless, 13 - Greater Restoration, 11 2nd Level Cure Wounds, 7 - Bless, 4 - Bless, 16 - Greater Restoration) 3. Blessing of Protection
Adventure Logsheet
Players: Biafynder, Leafy, Maerie, Talis Hours played: 4 hours Story Award: Gratitude of the Von Finklestein Family You have made an ally of the von Finklestein Family. You may use this favor one of two ways. You may either cash in this favor to gain a spell scroll with a Player's Handbook wizard spell of 3rd-level or lower, or you gain access to a new downtime activity. At the end of any adventure, you may spend 10 downtime to visit the family and their secret arcane library. While at the library you may scribe a Player's Handbook wizard spell of 3rd-level or lower into your spell book or book of shadows for no additional gold cost beyond the cost to scribe a spell.
*** TRADE ENTRY ***
Player: Ian O'Donnell DCI: 5317866663 Character: Talis Item: Sending Stones, flavored From: CCC-CIC-04 Best Friends Forever Traded at the table
Gold Reward: 1125gp (160.7 gp each player)
Adventure Logsheet
*** TRADE ENTRY ***
Traded with "Prometheus" for an Amulet of Health (from DDAL08-10 The Skull Square Murders)
Gold: 5,000gp (714gp) Items: Handout: Cloak of the Sages (Cloak of Billowing) Handout: Ring of Free Action Consumables: 1 Spell Scroll of Comprehend Languages 1 Spell Scroll of Revivify Story Awards: Handout: Story Award: Travel Takes Time Handout: Story Award: Magic Items of Truthtelling <-- Kalu Magic Items of Truthtelling: You told the truth and were rewarded with magic items that you get to keep for as long as you uphold truth-telling. These items may be used in the domain of Andelein for the foreseeable future. These items do not count against your magic item limit. For telling the truth, you received the following items from Kokoy: Magic Item 1: Amulet of the Devout, +3 Magic Item 2: Rod of Resurrection
Players: @ofsoundandmind as Andrael Sylvar @[T6-VC] K. Halian as Serafini Beretta @akitoshin as Thera Doomweaver @[T6] Spleen Cogensprocket (Rych) as Mang Kanor @Healing Damage as Leafy the Turtle Rewards: Valid for Level Up DT: 10 GP: 6300gp (1260gp each) Consumables: 3x Potion of Healing Spell Scroll of Sending Runtime: 4 Hours Safety Tools: 1 Hour
Adventure Logsheet
Hours Played: 4hrs AL Gold: 1457gp (242gp each) Lvlup: +1 DT: 10 ADVENTURERS: @daga as Lulu (WM Sorc 8 / Div Wiz 2) @ulf 🌻 as Kroq-Gar (Cavalier Fighter 8) @🍇 Ria 🍇 as Yac (RK Fighter 9) @Healing Damage as Leafy the Turtle (Stars Druid 9) @Miss Vien as Juliella (Fiend Warlock 7) REWARDS: Consumables: Potion of Diminution (R) Potion of Greater Healing (UC) Spellbooks: Shadow Tome for Lulu @daga The spells in the Shadow Tome are written in white ink upon black paper. It evokes feelings of wistful sadness whenever it is gazed upon. It contains the spells: bestow curse, blight, blindness/deafness, comprehend languages, darkness, darkvision, dispel magic, fear, Evard’s black tentacles, find familiar, and witch bolt. Story Reward: Teleportation Circle Sigil Sequence You have traveled through two teleportation circles while on your mission to recover the gloomblade for the wizard Keraptis. If you spend one downtime day, you commit the unique teleportation circle sigils for each to memory, allowing you to use the circles outside the Umbral Repository in the Sword Mountains and White Plume Mountain in the Crags as targets for use with teleportation circle.
@Crescent as Lei Almus @daga as Han Li @Healing Damage as Leafy the turtle @Gon Prie as Yarys Norixius 1250gp each 10 DT You may choose to LEVEL UP Consumeables: 1. Spell Scroll of Shield of Faith 2. Potion of Resistance (Radiant) Shameless Plug: *If y'all ever wanna try systems like Vampire: The Masquerade, Monsterhearts 2, or Avatar Legends, I am open for commissions! Other than that, if you have coinz and you need a DM asap, hit me up. See you on the next AL game! *
Players: @Derguns @Gin Kauxic @Healing Damage @Jiggle-Physics @◈cedb @Radavel @JimmyDragonFriend Rewards: 712 gp Spell Scroll: Pass Without a Trace
Adventure Logsheet
1 level up 900 GP each Magic Item: Ear horn of hearing (common) Moon-touched longsword (common) 1 Soul Coin Vial of Normal Poison Elliot Ven @G̵͊̿o̸̿͠d Leafy The Turtle@Healing Damage Robin D. Bank @឵឵ Reombarth @Derguns SSSSir Pentyne @Paean Sucram @Paul Varone Wisp @EldritchImp Service Hours 5 hours to the players DM get 10 Service Hours
Co-DM: @ofsoundandmind 10 DT, 0 Gold Hours Played: 4 Hours Service rewards: Hours Run: 4 Safety Tools: 1 Hour DM Rewards: 9 Hours Co-DM Rewards: 8 Hours Greater Healing Potion (One each) Adventurers: Harper, Leafy, Theresa, Lorothl, Kai, Sun, Doggfather Story Award: Soul Donor (Theresa) If you wanted to work hard, you'd be a farmer not an adventurer. You always takes shortcuts and seek the quickest path to your goals, preferring others to do the work for you. Mulmaster Cloaks rank 1 ---> rank 2
Players: @Lowidex @rat @Steel 🐉 @Nex Vetz @Healing Damage @Nayeon ❤73 🛡16 👁12 🔮20 Game ran: 3 hours: 3 Service Award for DM Game streamed 3 hours: 3 Service Awards for DM Total: 3 Service Awards for players: 3 hours + streamed = 4 Service Awards Awards: 1 Level Up Advancement, 10 DT Max Gold: 50000GP (8333 GP each) Magic Items rolled: (77, 88, 90 - Table H) 69 = dwarven plate 97 = armor of necrotic resistance (studded leather) 76 = Anstruth Harp 25 = Robe of stars 44 = Staff of Power 3 = Glaive +3 71 = Efreeti Bottle 70 = Dwarven Thrower 60 = Breastplate +1 33 = ROTPK +3 17 = Ring of Regeneration 90 = Nine Lives Stealer Scimitar
Adventure Logsheet
*** TRADE ENTRY ***
Player Name: Francis Pocson PC Name: Piper Kasha For Trade: Robe of Scintillating Colors
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Player Name: Francis Pocson PC Name: Chou King For Trade: Aegis of the Raven Queen (Shield, +3)
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Trading with Moenbryda Vanaheim for
Adventure Logsheet
*** TRADE ENTRY ***
3/: Trade "Amulet of the Planes (VR, A)" vs "Rod of the Pact Keeper +3 (VR, A)" Character : Lacère ''Eclipse'' Aristarque de Samos (not the most funny guy) Player : Frenchy Bob (no #DCI number) Come from : DDHC-TYP-Tomb of Horrors
*** TRADE ENTRY ***
Player: dimasuklay (DCI 3320850477) Character: Gervacia Luna Trading: Pearl of Power (No Flavor) Source: DDHC-JRC-08 In the Mists of Manivarsha For: Sending Stones Gervacia replies: I'll make sure your message is received, child.
Adventure Logsheet
GP: 25,292pp, 3gp, 1ep, 2sp (5,058pp, 4gp, 1ep, 2sp, 4cp per character and none for charity :< ) Server: Players Helping Players Players: Magic Items: +1 Flail Weapon, Uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Berserker Axe (Greataxe) Weapon(Greataxe), Rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Defender (Greatsword) Weapon, Legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Ring of Feather Falling Ring, Rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Ring of Resistance (Fire) Ring, Rare (requires attunement) You have resistance to fire damage while wearing this ring. The ring is set with garnet. Spear of Backbiting Weapon (spear), Very Rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Sword of Vengeance (Shortsword) Weapon, Uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Ring of Animal Influence Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals Rod of Absorption (44 Charges left) Rod, Very Rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. Staff of Power Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff Cape of the Mountebank Wondrous item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Candle of Invocation (Lawful Neutral) Wondrous item, Very Rare (requires attunement) The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. Manual of Iron Golems (Say Hello to Hawrolled) Wondrous item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. Consumables: Potion of Healing Oil of Slipperiness Potion of Growth Potion of Psychic Resistance Potion of Water Breathing Potion, Uncommon Elixir of Health Potion of Diminution Potion of Heroism Potion, Rare Potion of Invulnerability Potion, Rare Oil of Sharpness Potion, very rare Potion of Invisibility Potion of Speed Potion of Supreme Healing Potion of Vitality Spell Scroll of Absorb Elements Spell Scroll of Find Familiar Spell Scroll of Frost Fingers Spell Scroll of Shield Spell Scroll of Tenser's Floating Disk Spell Scroll of Magic Mouth Spell Scroll of Misty Step Spell Scroll of Leomund's Secret Chest Spell Scroll of Animate Objects Spell Scroll of Contact Other Plane Spell Scroll of Far Step Spell Scroll of Infernal Calling Spell Scroll of Legend Lore Spell Scroll of Rary's Telepathic Bond Service Awards: Time: 21:00-23:30 (4 Hours) Using Safety Tool = +1 (+1 per 4 hours of the game) Stream: I streamed the game. The DM gets a total of 9 Service Award while all players get 4 Service Award. SOP Rod of Alertness Ring of Evasion Candle of Invocation (LN) WIS Tome Belt of Fire Giant (edited)
GP: 50,000gp (8,333gp, 3sp, 3cp and 1cp is given to charity) Campaign: Faerun Server: Aster's Funny Farm Players: @Lucifer Morningstar as X @J as Diēs Ares @DM Aster as Sta. Teresa @Healing Damage as Leafy the Turtle @poseidon0706 as Oswald Endswell @Bounty-Hunter as Bounty-Hunter Consumables: Oil of Sharpness Spell Scroll of Contingency Story Awards: Our Strength is Absolute The Hightower family has recognized your deeds and your aid to one of their own and have bestowed upon you a signet ring marking you as an ally. While this will have little bearing on most encounters, having such an item on hand might prove useful in future encounters with Lords’ Alliance agent who know the family, and the Hightower’s themselves. Service Awards: Time: 15:00-19:00 (4 hours) Preparing the module: 4 hours Safety Tools: +2 (+1 per 4 hours of the game) Stream: @J streamed. Thanks for streaming! DM gets 14 service rewards, @J gets 8 service awards, while the other players get 4 service rewards.
+1 level up 1,250GP each 10 Downtime Days Consumables: 1 Potion of Greater Healing 1 Spell Scroll, Lesser Restoration 1 Spell Scroll, Windwall 1 Spell Scroll, Zone of Truth Eihim’s Traveling Spellbook This slim traveling spellbook is bound in heavy leather with the mage sigil of Eihim the Archmage, a star burst atop the heraldry of the town of Phlan, embossed on the cover. It contains the following spells: 1st - detect magic, identify, mage armor, magic missile; 2nd - detect thoughts, mirror image, misty step; 3rd - counterspell, fly, lightning bolt; 4th - banishment, evard’s black tentacles, fire shield, stoneskin; 5th - cone of cold, wall of force; 6th - disintegration; 7th - teleport; 8th - maze; 9th - time stop. Players: @Gon Prie @Wreckgar @Maximo 'Max' Alfonsi (KaYa) @Beggu
Adventure Logsheet
Episode III: Astheneia Of Pandora and an Unforgettable Tale DM: Jwei Date: 07/10/23, 8pm Module: SJ-DC-PANDORA-JWEI-03A (Playtest) 2 hours playtime You may gain a level and 10 Downtime days. You are rewarded a total of 0 gp, to be divided among the players. Spellwrought Tattoo of Lesser Restoration Spell Scroll of Lesser Restoration Story Awards: Disease Shard Collected. You collected the Disease shard. This story award may become relevant in future SJ-DC-PANDORA-JWEI adventures. Felix’s Caregiver. You took the initiative of visiting and caring for Astheneia’s daughter upon yourself. She can truly rest in peace now.
Server: Players Helping Players Players: @Danerfull as Balan Riposo @Healing Damage as Leafy the Turtle @J (Really J!) as Esme @BladelockJoe as Hulkk GP: 63,530.3 gp (15,882gp, 5sp, and 7cp per character the rest is given to charity) Potion of Resistance (Fire) Vial of Midnight Tears Poison Story Award: Redemption @Healing Damage - Blessing of Understanding @Danerfull - Blessing of Understanding @J (Really J!) - Blessing of Understanding @BladelockJoe - Blessing of ??? Service Awards: Dungeon Mastering. Game was run 21:30:00-02:30 (5 Hours). Preparation time was 1 hour. Using Safety Tools. +1 (for every 4 Hours run) Streamed Games. No stream. Total: DM gets 7 Service Awards while players get 0 Service Awards.