Adventure Logsheet
5 service hours to gain 250gp and a broom of flying
Favor of Cormanthor Sprites. By saving the dryad Kaltensendra and the oak tree that is their home, you have gain the favor of the sprites of Cormanthor. As they spread tales of your deeds, you gain advantage Charisma checks when dealing with the sprites in Cormanthor
corgibutt fireberdGNOME (Paul H) Kyann Seth Rat
DM Lucille 5320823964 Rewards: 500 Gold, 10 Downtime, 1 Level Up Opportunity Consumables: Potion of Healing You regain 2d4 + 2 hit points when you drink this potion. This item can be found in the Player’s Handbook. The potion's red liquid glimmers when agitated. This item can be found on Magic Item Table A in the Dungeon Master’s Guide (DMG). Magic item reward: Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. This item can be found on Magic Item Table B in the Dungeon Master’s Guide (DMG).
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self trade Tobi gives Staff of Power in exchange for Hikaru-no-miya's INT Tome
used 20 service award hours to get: - int tome - 10k gold - level up note: nakay janna ung robe of stars note2: give reward AFTER the tier 1 tonight tier up means free magic item Arcane Grimoire +1
30dt + lvl up + rod of absorption = goodbye 20 Service awards
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self trade Janna gives a robe of stars for Hikaru's rod of absorption
Spells Copied Fly - 150gp, 1dt Hypnotic Pattern - 150gp, 1dt Intellect Fortress - 150gp, 1dt Leomund's Tiny Hut - 150gp, 1dt Major Image - 150gp, 1dt Sending - 150gp, 1dt Spirit Shroud - 150gp, 1dt Water Breathing, 150gp, 1dt Tongues - 150gp, 1dt Divination - 200gp, 2dt Otiluke's Resilient Sphere - 200gp, 2dt Contact Other Plane - 250gp, 2dt Passwall - 250gp, 2dt Steel Wind Strike - 250gp, 2dt Cone of Cold - 250gp, 2dt 3rd: 1350gp + 9dt 4th: 400gp + 4dt 5th: 1000gp, 4dt total: 2750gp, 17dt Blessing of Protection, 5x pot. of heroism, +2 halberd Adventure Name: DDHC-TYP- Tales from the Yawning Portal (Chapter 5: Whiteplume Mountain) Date: 2023-06-21 (YYYY-MM-DD) Dungeon Master: Ripped Psyduck DCI: 3320806600 GP: 66,035gp + (5,000gp see others) (18,207gp per character) Server: Aster's Funny Farms Players: @Geenogotnoidea as Nilus Pashar @Anthony as Leonidas @J as Leng Zai @daga as Hikaru-no-miya @Gon Prie as Major Arklius Magic Items: +1 Chain mail Armor, rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Str 13 Required, Stealth Disadvantage Armor of Vulnerability (slashing) Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and slashing. Stone of Good Luck Wonderous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. Boots of Striding and Springing Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow. Goggles of Night Wondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Ring of Protection wonderous item, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Spell Storing wonderous item, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Consumables: Potion of Mind Reading potion, rare When you drink this potion, you gain the Effect of the Detect Thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Potion of Flying potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Greater Healing potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. Scroll of Dispel Magic scroll, uncommon Scroll of Hold Person scroll, uncommon Scroll of Magic Mouth scroll, uncommon Scroll of Conjure Minor Elementals scroll, rare Scroll of Fear scroll, rare Scroll of Protection (Fiends) scroll, uncommon Others: Snarla's Spellbook for @J -1st level: magic missile, shield, thunderwave -2nd level: mirror image, web -3rd level: dispel magic, fear, haste, stinking cloud First Weapon Returned Max gold for their level for each character in the party (5000gp), 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. 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 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. Service Awards: Game time: 15:30-19:00 (5 hours) Used safety tools: +1 Streamed: @daga ty for streaming Dm gets 11 Service awards while players get 5 Service Award
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self trade Deimos trades wand of fireball for Hikaru's +1 Chain mail
Date: 2023-06-21 (YYYY-MM-DD) Dungeon Master: Ripped Psyduck DCI: 3320806600 GP: 66,035gp + (5,000gp see others) (18,207gp per character) Server: Aster's Funny Farms Players: @Geenogotnoidea as Nilus Pashar @Anthony as Leonidas @J as Leng Zai @daga as Hikaru-no-miya @Gon Prie as Major Arklius Magic Items: +1 Chain mail Armor, rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Str 13 Required, Stealth Disadvantage Armor of Vulnerability (slashing) Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and slashing. Stone of Good Luck Wonderous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. Boots of Striding and Springing Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow. Goggles of Night Wondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Ring of Protection wonderous item, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Spell Storing wonderous item, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Consumables: Potion of Mind Reading potion, rare When you drink this potion, you gain the Effect of the Detect Thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Potion of Flying potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Greater Healing potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. Scroll of Dispel Magic scroll, uncommon Scroll of Hold Person scroll, uncommon Scroll of Magic Mouth scroll, uncommon Scroll of Conjure Minor Elementals scroll, rare Scroll of Fear scroll, rare Scroll of Protection (Fiends) scroll, uncommon Others: Snarla's Spellbook for @J -1st level: magic missile, shield, thunderwave -2nd level: mirror image, web -3rd level: dispel magic, fear, haste, stinking cloud First Weapon Returned Max gold for their level for each character in the party (5000gp), 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. 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 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. Service Awards: Game time: 15:30-19:00 (5 hours) Used safety tools: +1 Streamed: @daga ty for streaming Dm gets 11 Service awards while players get 5 Service Award
DDAL00-02B The Weirding Vats DM Lucille 5320823964 Rewards: 525 Gold, 10 Downtime, 1 Level Up Opportunity Consumables: Potion of Healing x2 Spell Scroll of Find Familiar Gorig's "Spellbook" Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells: Cantrips: Acid splash Fire bolt Ray of frost Shocking grasp 1st Level: *** False life** Copied - 50gp and 1 dt Magic missile Ray of sickness Shield 2nd Level: Blindness/deafness Mirror image Ray of enfeeblement 3rd Level: Fear Haste Magic item reward: Stone of Good Luck (Luckstone) Wondrous Item, uncommon (requires attunement) While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide. Timmy the Goblin: Companion gained!
Consumables: Potion Of Greater Healing Potion Of Resistance (Poison) Potion Of Heroism Magic item reward: Bracers of Defense Wondrous Item, rare (requires attunement) Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. This item can be found in the Dungeon master's Guide p.156 Indebted to Gwyrdd. You’ve pledged a favor to the young green dragon Gwyrddentuliar. He’ll likely call it in when you can do something for him.
Consumables: Potion of Invisibility Spell Scroll of Fireball (5th level) Spell Scroll of Greater Restoration Magic item reward: Velahr’kerym (Flame Tongue Longsword) Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. 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. This item can be found in the Dungeon Master’s Guide p.170
Story Award/s: Greater Fey Pact with Aesandoral (Winterborn) You have impressed Aesandoral the Lord of Winter with your strength and resilience, and he has rewarded you with his patronage. If you so desire, you may choose Aesandoral as a warlock patron. Those with his favor are now cold to the touch and notice that their eyes have turned a cold, winter gray. The Realms Are One You have chosen to unite both sides of Nyx under Aesandoral the Lord of Winter and Ananeira, First Daughter of the Night Sky. The domain has been strengthened and can more easily resist the corruption of the Shadowfell. This will lead to better odds in WBW-DC-AA-ASHALON-02 Under the Cover of Stars Arcana (Ananeira) Animal Handling (Aesandoral) You have acquired the interest of one of the ruling archfeys of Nyx, and you may learn their favorite talents from them. You must spend 100 downtime days plus 100 gp to gain this benefit. Training. This normally costs 250 downtime days and 1gp/day (PH 187) and is also limited to languages or tool proficiencies. The archfey instead grants a specific training or daily inspiration. The adventure must specify which language, tool proficiency, or skill proficiency the archfey grants through training. A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the gift.