Adventure Logsheet
Race: Tiefling (Variant; Winged) (SCAG) Ability Scores: Point Buy: STR 08 DEX 14 CON 15 INT 08 WIS 12 CHA 14 +1 CON, +2 CHA Size: Medium Speed: 30 ft. Darkvision You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray Hellish Resistance You have resistance to fire damage.. Winged You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. Languages: Common, Infernal Background: Haunted One (CoS) Skill Proficiencies: Choose two from among Arcana, Investigation, Religion, or Survival Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon Equipment: Monster hunter's pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of common clothes, one trinket of special significance (choose one or roll on the Horror Trinkets table), and 1 sp Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Harrowing Event Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. Aditional Feat: Magic Initiate (Sorcerer) Lightning Lure, Mind Sliver Absorb Elements Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Fighter Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st Armor: light armor, medium armor, heavy armor, shields Weapons: simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Starting Equipment (a) chain mail (b) two martial weapons (2x Hand Crossbow) (a) a light crossbow and 20 bolts (a) a dungeoneer's pack
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Item Sold 1x Chain Mail +37,5 GP 2x Hand Crossbow +75 GP 1x Llight Crossbow and 20 Bolts +26 GP
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RARE: Rare magic items cost 10 service hours each Rare reward + 2500 gp
Adventure Logsheet
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VERY RARE: Very rare magic items cost 20 service hours each. Very rare reward + 10,000 gp
Race: Eladrin (MPMM) Point Buy: STR 08 DEX 14 CON 16 INT 08 WIS 10 CHA 17 Darkvision You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. Keen Senses: You have proficiency in the Perception skill. Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Languages: Common, Elvish Background: Merchant (PHB'24) Ability Scores: Constitution, Intelligence, Charisma Feat: Lucky Skill Proficiencies: Deception, Persuasion Tool Proficiency: Navigator's Tools Equipment: 50 GP Class: Fighter Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per rogue level after 1st Armor: Light, Medium, and Heavy armor and Shields Weapons: Simple and Martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Intimidation Equipment: 155 GP
Adventure Logsheet
1x Oil of Sharpness 8x Arrows +1 Potion of Clairvoyance Necklace of Fireballs (8) 1x Potion of Invulnerability 1x Potion of Heroism Storry Reward: Jhaeros Favor If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.
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Gain Rewards as if You Had Been a Player: You can opt to gain the same rewards as if you were a player at a table you Dungeon Mastered. The rewards must be assigned to one character of the same tier who then cannot earn rewards from that adventure again, through play or service awards (in this or a future reporting period). This award can be claimed 5 times and costs the hours you Dungeon Mastered the adventure and stacked hours (like from streaming and running new players through the adventure). List the adventure and date below: Items: 5.000 GP Shortbow of Conflagration - Minor Property Guardian Candle of the Deep - Minor Property Sentinel Undead 5x +1 Arrow 1x Spell Scroll of Remove Curse 1x Spell Scroll of Catnap Player: (10)Trava - Iriana Nox - Half Elf - Artificer 10 (10) Echo - Nat Mudnose - Hobgoblin - 6 Battlemaster Fighter / 4 Thief Rogue - None LFG-Post (7) Jannis D. - Benny - Human - Draconic Sorcerer 7 (7)SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.7 (7) Sparetime Gamer - Rohon - Human - Eldritch Knight Fighter 7
Adventure Logsheet
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Player: RaimundoO DCI: 6320847593 Character: Marinus Item: Ring of Spell Storing Found in: DDHC-TYP - White Plume Mountain https://www.adventurersleaguelog.com/users/33187/characters/106818/tradelogentries/1231811
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Player: RaimundoO DCI: 6320847593 Character: Schatten im Wind Item: Bracers of Archery Found in: DDAL05-02 The Black Road https://www.adventurersleaguelog.com/users/33187/characters/89379/tradelogentries/1231876
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Purchased 1x Explorer's Pack -10GP 1x Scimitar -25 GP 1x Shortsword -10 GP 2x Healer's Kit -10 GP 5x Incense for Find Familiar -50 GP 1x Scroll of Death Ward -2.000 GP
Adventure Logsheet
Race: Eladrin (MPMM) STR 08 DEX 14 CON 16 INT 08 WIS 10 CHA 17 Languages: Common, Elvish, Common Sign Language Background: Merchant (PHB'24) Feat: Lucky Skill Proficiencies: Deception, Persuasion LVL 1 Fighter (1) Skills: Acrobatics, Intimidation Fighting Style - Archery Second Wind Weapon Mastery - Shortbow, Scimitar, Shortsword LVL 2 Fighter (2) Action Surge Tactical Mind LVL 3 Warlock (1) Eldritch Invocations - Pact of the Blade Pact Magic LVL 4 Warlock (2) Magical Cunning Invocations - Improved Pact Weapon, Pact of the Chain LVL 5 Warlock (3) Hexblade Patron Expanded Spell List Hexblade's Curse Hex Warrior LVL 6 Warlock (4) Ability Score Improvement Elven Accuracy +1 CHA LVL 7 Warlock (5) Invocations - Eldritch Smite, Thirsting Blade LVL 8 Warlock (6) Accursed Specter LVL 9 Warlock (7) Invocations - Maddening Hex LVL 10 Warlock (8) Ability Score Improvement - CHA +2
Equiped Magic Item Shortbow of Conflagration (A) Bracers of Archery (A) Ring of Spell Storing (A) Common Magic Items Candle of the Deep Consumables 4x Potion of Greater Healing Necklace of Fireballs (8) 10x Arrows +1 1x Potion of Heroism 1x Scroll of Catnap 1x Scroll of Death Ward Stored Magic Item Bag of Holding, Oathbow, Circlet of Human Perfection, Amulet of Health, +1 Shield, Red Dragon Scale Mail, +2 Longbow, Common Magic Items Consumables 1 Oil of Sharpness, 1 Potion of Clairvoyance, 1 Potion of Invulnerability, 1 Spell Scroll of Remove Curse, 3x Arrows +1