Uzank

Season:
Dragonlance
Race:
Kender
Class:
Fighter
Background:
Knight of Solamnia
Lifestyle:
Modest
Current Level:
5
Total GP:
43.63
Total Downtime:
50
Tag:
Dragonlance
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
6
Magic Item Limit:
3
C - Medallion of Faith,
UC/A - Hungry Pearl of Power,
C - Rope of Mending,
UC - Whip +1,
UC - Lantern of Revealin,
UC/A - Nature's Mantle,
UC- Sending Stones,
UC - Lance +1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
Magic Items Brought Show

Magic Items Brought

Limit T2: 3 uncommon+, 5 common, 10 consumable

Uncommon+

  1. Whip +1
  2. Lantern of Revealing
  3. Lance +1

Common

  1. Medallion of Faith (Branchala)
  2. Rope of Mending

Consumable

  1. Restorative Ointment
  2. Dust of Dryness
  3. Potion of Poison
  4. Potion of Advantage
  5. Potion of Watchful Rest
  6. Oil of Slipperiness
  7. Spell Scroll of Alter Self
  8. Spell Scroll of Catnap
2024-10-26 20:00 BMG-DL-VOTU-03 Dragons of Treachery 1 -99.17 10 UC- Sending Stones, UC - Lance +1 Show

Party:
* (4) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 3 - Knights (of the Sword) of Solamnia
* (4) NeOn - Balren Moss - Sea Elf - Paladin Level 4: Oath of Devotion - Knights of the Sword of Solamnia
* (4) Dixer - Uzank - Kender - Cavalier Fighter 4 - Knights of the Sword
* (4) C0ldW0lf - Lance Álôt - Halfling - Beast Master Ranger 4 - Knights of Solamnia
* (4) Echo - Rasham the Wanderer - Standard 2024 Human - Warlock 1 / Open Hand Monk 3 - Mages of High Sorcery (Red Robe)
* (3) Frederic T. - Nemetranee Starbreeze des Hauses Mystic - Star Elf - Sorcerer 3
Played: 6 h
Locations: Wildswatch outpost (Command Keep, Supply Tent, Chapel, Quartermaster, Kitchen, Laundry)
Encounters:
social: Ser Emend Brae, Ser Carrenock, Seeker Belwyn Eld (Outpost Chaplain), Samel Medgwit (Outpost Quartermaster), Kelek Bloodhof (Minotaur Outpost Smith), Hagan Barbwhisker (Dwarf Outpost Cook), Mistress Meirleth Durendel (Keeper of the Keys), Ser Rolen Crownguard (Captain of the Watch), Timber and Tamber Addlewise (Gnome Washers), Soriya Half-Elven (Foot Soldier)
hostile: Assassins
Treasure:
* 83.33 GP
* Potion of Watchful Rest
Potion, Common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
* Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
* Hedge Mage's Spellbook
This spellbook’s binding is black, as is the ink used to inscribe its spells, but curiously, the ribbon bookmark is a lovely shade of pale rose.
The spellbook contains the following spells: burning hands, color spray, crown of madness, expeditious retreat, fog cloud, hideous laughter, mage armor, magic missile, and misty step.
Story Award: Field Promotion

Your service in the 47th Knights Wing has been recognized with an increase in rank and authority. Unfortunately, there is no accompanying pay rise. However, you have your commander’s ear and have earned his trust and respect. Oh . . . and the Lemish want you dead. Next time, they are sure to try harder.
Purchase:
+ 1 Splint Armor (-200 GP)
+ 1 Shield (-10 GP)
+ 1 Pike (-5 GP)
+ 1 Trident (-5 GP)
- 1 Chain Mail (+37.5 GP)
Gold:
+83.33 GP (Treasure)
-182,5 GP (Purchase)
= -99.17 GP (Balance)
Level up: Fighter +1 = 5
new Features: Extra Attack, Tactical Shift
HP: +8 = 44
Level 5 item: Lance +1
Notes:
...

2024-09-17 00:09 PHB 2024 Adaptation 8.3 Show
2024-07-25 20:00 BMG-DL-VOTU-02 Dragons of Sorrow 130 10 UC/A - Nature's Mantle Show

Party:

Played: 5 h
Locations: Throtyl Gap (Farm)
Encounters:
social: Silvanesti elves, Faylen, Samael, Quilla
hostile: Draconian, Orcs, Goblins
Used:
-0.15 GP = x arrows
Treasure:
* Trinket: A Vallenwood tree seed tucked inside a mouse-colored kerchief with a silver-threaded triangle embroidered upon it.
* Spell Scroll of Alter Self

Scroll, uncommon
Save DC 13
A spell scroll bears the words of the alter self spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
* Spell Scroll of Catnap

Scroll, uncommon
Save DC 15, Attack Bonus +7
A spell scroll bears the words of the catnap spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Story Awards: Known among the Silvanesti

Your heroism in defending or saving a member of the Silvanesti people hasn’t gone unnoticed. Though they are a culture quick to take offense and slow to forgive, they honor any aid rendered to their own.
Once per session, you can reroll a failed Charisma (Persuasion) check made to influence a Silvanesti elf.
Purchase:
+ 1 brooch (-0.15 GP)
Gold:
+130 GP (Treasure)
-x GP (Purchase)
= +x GP (Balance)
Level up: declined
Notes:
...

2024-05-05 20:00 BMG-DL-VOTU-01 Dragons of Revelation 1 10 UC - Whip +1, UC - Lantern of Revealin Show

Party:
* (3) Dixer - Uzank - Kender - Cavalier Fighter 3 - Knights of the Sword
* (3) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 2 - Knights (of the Sword) of Solamnia
* (3) C0ldW0lf - Lance Álôt - Custom Lineage (Halfling) - PHB Beastmaster (st)Ranger 3 - Knights of Solamnia
* (2) NeOn - Balren Moss - Sea Elf - Paladin Level 2 - Knights of Solamnia
* (3) Eklan - Lathrop Llyoyd - V. Human - Battle Smith Artificer 3
Played: 5 h
Locations: Gaardlund Plains, Godsfell Woods (Temple)
Encounters:
social: Taloolah Thistleberry (Kender), worgs, Cetaurs (Dreamwalker Dancing Wind, Captain Stonemouth), The Nameless
hostile: Goblins, Dragon Army Soldiers, Caliphoss Brimharrow (evil mage), Unglol (ogre chain brute)
Used:
-1 Mule (Zaunekulm died during the chase through Gaardlund Plains by fire spells of mage Caliphoss Brimharrow)
-1 Riding Saddle
-1 Hide Barding
Treasure:
* Lance of Stonemouth (mundane but masterwokr), taken by Lance Álôt
* Potion of Advantage
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Story Award: Seal of the Chosen

Fate has aligned itself with you. The guardian of the Temple of Majere has placed a visible mark upon you, sealing you as a member of fate’s elect. The seal’s design is three stylized, tear-shaped patterns, rotating clockwise within the circular perimeter.
Displaying this mark may arouse suspicion, uncertainty, or reverence in those around you, depending on their knowledge of the Old Gods—or more specifically, of Majere.
Level up: Fighter +1 = 4
ASI: STR +1 = 18, WIS +1 = 14
HP: +8 = 36
Notes:
Vor einer Teilgruppe der Drachenarmee unter Führung des Mage Caliphoss Brimharrow flüchten wir in die Godsfell Woods. Bei der Flucht wird Uzanks Maultier Zaunekulm durch Zauber von Caliphoss getötet. Der Wald ist uns zunächst feindlich gesinnt. An einem Damm holt eine Teilgruppe aus Soldaten und Goblins uns ein und wir beschließen, die Gruppe zu bekämpfen, können diese endlich auch vernichtend schlagen. Im weiteren Verlauf folgen wir einem weißen Fuchs durch den freundlicher werdenden Wald. Der Fuhs stellt sich schließlich als junge zentaurische Schamanin heraus, die wohl in einem traum vorhrgesehen hat, dass wir eine wichtige und gute Rolle zu spielen haben. Gegen den Willen ihres Vaters bringt sie uns zum Tempel, wo wir noch einmal die Angriffe von Caliphoss Brimharrow und seinem Oger-Leibwächter abhalten müssen. Im Inneren des Tempels bestätigt der Namenlose unsere besondere Bestimmung und beschenkt uns reich, aber nur Lance Álôt besteht die Prüfung und kann den Schlüssel von Gilean erlangen.

2024-03-15 20:00 DL-DC-SOTH-01 Echoes of War 1 -54.5 10 UC/A - Hungry Pearl of Power, C - Rope of Mending Show

Party:
* (2) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 1 - Knights (of the Sword) of Solamnia
* (2) Eklan - Lathrop Lloyd - V. Human - Artificer 2
* (3) - Talak - Eirik Eldermoor - V.Human - Twilight Cleric 3 - none
* (3) Boerns - Storn Thunderstrike - Human (Variant) - Fighter 3 - Knights of the Crown
* (2) Dixer - Uzank - Kender - Fighter 2 - Knights of the Sword
Played: 4.5 h
Locations: Heartlund (Cave)
Encounters:
social: Rindle Quickfoot (Kender)
hostile: Hobgoblins, Ogre Chain Brute, Cultists, Cult Fanatics
Treasure:
* 3.5 GP (Mundane Items: Climber's Kir, Fishing Tackle, 3 Traveller Clothes, Hammer, Dagger)
* Dust of Dryness

Wondrous Item, uncommon
This small packet contains 1 pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Story Award: Fall of a Rose
You have traversed the spectral remnants of Lord Soth's sanctuary, weaving through its shadowy embrace. Emerging with tales of valor, you bear insights bestowed only upon those who've seen its hidden secrets.
Purchase:
+1 Mule (-8 GP)
+1 Riding Saddle (-10 GP)
+1 Hide Barding (-40 GP)
= -58 GP
Gold:
Treasure: +3.5 GP
Purchase: -58GP
= Gold Balance: -54.5
Level up: Fighter +1 = 3
Subclass: Cavlier
Features: Bonus Skill (Insight), Born to the Saddle, Unwavering Mark
HP: +8 = 28
Notes:
...

2023-04-10 20:00 BMG-DL-VOTU-0 Dragons of Divinity 1 49 10 C - Medallion of Faith Show

Played: 2.5 h
Rumor of War:
Many months ago, a strange man with a green gemstone embedded in his chest was slain by bandits who wnated the gem. Miraculously, he was seen alive, wandering the road, several days later.
Gold: -1 GP (Donation) +50 GP (Treasure) = +49 GP (Balance)
Consumables:
+1 Restorative Ointment
Wondrous Item, Uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
+1 Potion of Poison
Potion, Uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Story Award:
Marked by fate

Whether you have been anointed by a divine benefactor or a cosmic doom has been placed upon your soul, you have been struck by destiny for some hidden purpose. As such, your thread isn’t so easily unraveled from the tapestry of fate.
When you are reduced to 0 hit points or whenever you start your turn with 0 hit points, you can choose to become stable. You can only gain this benefit once.
Party:
* Gelvyr - Human (Variant) - Druid 1 - none
* Nalgar Barriviir - TCL (Half-Drow) - Ranger 1 - (Acolyte of Majere)
* Thervan Selevarun - Halfelf - Sorrcerer (Divine Soul) 1 - none
Locations: Heartland (Inn, Street, Camp, Encampment at Solantar)
Encounters:
social: Ser Jaslen Uth Shaenan of Thelgaard (Knight of the Crown), Zwergin, Fizban
hostile: Dennig (Human Guard), Thug, Bandits

Notes:
...
Level up: Fighter +1 = 2
new Feature: Action Surge
HP: +8 = 20

2023-04-10 01:00 Character Creation 10 Show

Source: PHB, DSDQ

Race: Kender

Creature Type: Humanoid
Size: small
Speed: 30 ft/9 m
ASI: STR +2, CON +1
Languages: Common, Gnomish
Features: Fearless, Taunt
Skill Proficiency: Investigation

Class: Fighter

Hit Die: 1d10
Proficiencies
Weapons: simple, martial
Saving Throws: STR, CON
Skills: Intimidation, Perception
Fighting Style: Interception
Feature: Second Wind

Ability Scores

Method: Standard set
Strength: 15 + 2 ASI = 17
Dexterity: 12
Constitution: 14 + 1 ASI = 15
Intelligence: 10
Wisdom: 13
Charisma: 18

Background: Knight of Solamnia

Skills: Athletics, Survival
Language Proficiencies: Dwarvish, Elvish
Feat: Squire of Solemnia
Trinket: A locket with a sketch of a silver dragon inside
Personality Traits:
I take great pains to always look my best and follow the latest fashions.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideals: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
Bonds: My loyalty to my sovereign is unwavering.
Flaws: I have an insatiable desire for carnal pleasures.

Starting Equipment

by class

Armor: Chain Mail
Weapons: Lance, Longsword, Light Crossbow, 20 Crossbow Bolts
Explorer's Pack

by background

an Insignia of Rank, a Deck of Cards, Common Clothes
Pouch (10 GP)

Description

Alignment: Lawful Good
Faction: Knights of the Sword
Age: 20
Height: 5'2" = 1,60 m
Weight: 146 lb = 66,3 kg
Eyes: brown
Hair: brown
Skin: pale
Deity: Branchala

HP: 12

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
Magic Items Brought Show

Magic Items Brought

Limit T2: 3 uncommon+, 5 common, 10 consumable

Uncommon+

  1. Whip +1
  2. Lantern of Revealing
  3. Lance +1

Common

  1. Medallion of Faith (Branchala)
  2. Rope of Mending

Consumable

  1. Restorative Ointment
  2. Dust of Dryness
  3. Potion of Poison
  4. Potion of Advantage
  5. Potion of Watchful Rest
  6. Oil of Slipperiness
  7. Spell Scroll of Alter Self
  8. Spell Scroll of Catnap
2024-10-26 20:00 BMG-DL-VOTU-03 Dragons of Treachery 10 Show

Party:
* (4) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 3 - Knights (of the Sword) of Solamnia
* (4) NeOn - Balren Moss - Sea Elf - Paladin Level 4: Oath of Devotion - Knights of the Sword of Solamnia
* (4) Dixer - Uzank - Kender - Cavalier Fighter 4 - Knights of the Sword
* (4) C0ldW0lf - Lance Álôt - Halfling - Beast Master Ranger 4 - Knights of Solamnia
* (4) Echo - Rasham the Wanderer - Standard 2024 Human - Warlock 1 / Open Hand Monk 3 - Mages of High Sorcery (Red Robe)
* (3) Frederic T. - Nemetranee Starbreeze des Hauses Mystic - Star Elf - Sorcerer 3
Played: 6 h
Locations: Wildswatch outpost (Command Keep, Supply Tent, Chapel, Quartermaster, Kitchen, Laundry)
Encounters:
social: Ser Emend Brae, Ser Carrenock, Seeker Belwyn Eld (Outpost Chaplain), Samel Medgwit (Outpost Quartermaster), Kelek Bloodhof (Minotaur Outpost Smith), Hagan Barbwhisker (Dwarf Outpost Cook), Mistress Meirleth Durendel (Keeper of the Keys), Ser Rolen Crownguard (Captain of the Watch), Timber and Tamber Addlewise (Gnome Washers), Soriya Half-Elven (Foot Soldier)
hostile: Assassins
Treasure:
* 83.33 GP
* Potion of Watchful Rest
Potion, Common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
* Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
* Hedge Mage's Spellbook
This spellbook’s binding is black, as is the ink used to inscribe its spells, but curiously, the ribbon bookmark is a lovely shade of pale rose.
The spellbook contains the following spells: burning hands, color spray, crown of madness, expeditious retreat, fog cloud, hideous laughter, mage armor, magic missile, and misty step.
Story Award: Field Promotion

Your service in the 47th Knights Wing has been recognized with an increase in rank and authority. Unfortunately, there is no accompanying pay rise. However, you have your commander’s ear and have earned his trust and respect. Oh . . . and the Lemish want you dead. Next time, they are sure to try harder.
Purchase:
+ 1 Splint Armor (-200 GP)
+ 1 Shield (-10 GP)
+ 1 Pike (-5 GP)
+ 1 Trident (-5 GP)
- 1 Chain Mail (+37.5 GP)
Gold:
+83.33 GP (Treasure)
-182,5 GP (Purchase)
= -99.17 GP (Balance)
Level up: Fighter +1 = 5
new Features: Extra Attack, Tactical Shift
HP: +8 = 44
Level 5 item: Lance +1
Notes:
...

2024-09-17 00:09 PHB 2024 Adaptation Show
2024-07-25 20:00 BMG-DL-VOTU-02 Dragons of Sorrow 10 Show

Party:

Played: 5 h
Locations: Throtyl Gap (Farm)
Encounters:
social: Silvanesti elves, Faylen, Samael, Quilla
hostile: Draconian, Orcs, Goblins
Used:
-0.15 GP = x arrows
Treasure:
* Trinket: A Vallenwood tree seed tucked inside a mouse-colored kerchief with a silver-threaded triangle embroidered upon it.
* Spell Scroll of Alter Self

Scroll, uncommon
Save DC 13
A spell scroll bears the words of the alter self spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
* Spell Scroll of Catnap

Scroll, uncommon
Save DC 15, Attack Bonus +7
A spell scroll bears the words of the catnap spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Story Awards: Known among the Silvanesti

Your heroism in defending or saving a member of the Silvanesti people hasn’t gone unnoticed. Though they are a culture quick to take offense and slow to forgive, they honor any aid rendered to their own.
Once per session, you can reroll a failed Charisma (Persuasion) check made to influence a Silvanesti elf.
Purchase:
+ 1 brooch (-0.15 GP)
Gold:
+130 GP (Treasure)
-x GP (Purchase)
= +x GP (Balance)
Level up: declined
Notes:
...

2024-05-05 20:00 BMG-DL-VOTU-01 Dragons of Revelation 10 Show

Party:
* (3) Dixer - Uzank - Kender - Cavalier Fighter 3 - Knights of the Sword
* (3) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 2 - Knights (of the Sword) of Solamnia
* (3) C0ldW0lf - Lance Álôt - Custom Lineage (Halfling) - PHB Beastmaster (st)Ranger 3 - Knights of Solamnia
* (2) NeOn - Balren Moss - Sea Elf - Paladin Level 2 - Knights of Solamnia
* (3) Eklan - Lathrop Llyoyd - V. Human - Battle Smith Artificer 3
Played: 5 h
Locations: Gaardlund Plains, Godsfell Woods (Temple)
Encounters:
social: Taloolah Thistleberry (Kender), worgs, Cetaurs (Dreamwalker Dancing Wind, Captain Stonemouth), The Nameless
hostile: Goblins, Dragon Army Soldiers, Caliphoss Brimharrow (evil mage), Unglol (ogre chain brute)
Used:
-1 Mule (Zaunekulm died during the chase through Gaardlund Plains by fire spells of mage Caliphoss Brimharrow)
-1 Riding Saddle
-1 Hide Barding
Treasure:
* Lance of Stonemouth (mundane but masterwokr), taken by Lance Álôt
* Potion of Advantage
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Story Award: Seal of the Chosen

Fate has aligned itself with you. The guardian of the Temple of Majere has placed a visible mark upon you, sealing you as a member of fate’s elect. The seal’s design is three stylized, tear-shaped patterns, rotating clockwise within the circular perimeter.
Displaying this mark may arouse suspicion, uncertainty, or reverence in those around you, depending on their knowledge of the Old Gods—or more specifically, of Majere.
Level up: Fighter +1 = 4
ASI: STR +1 = 18, WIS +1 = 14
HP: +8 = 36
Notes:
Vor einer Teilgruppe der Drachenarmee unter Führung des Mage Caliphoss Brimharrow flüchten wir in die Godsfell Woods. Bei der Flucht wird Uzanks Maultier Zaunekulm durch Zauber von Caliphoss getötet. Der Wald ist uns zunächst feindlich gesinnt. An einem Damm holt eine Teilgruppe aus Soldaten und Goblins uns ein und wir beschließen, die Gruppe zu bekämpfen, können diese endlich auch vernichtend schlagen. Im weiteren Verlauf folgen wir einem weißen Fuchs durch den freundlicher werdenden Wald. Der Fuhs stellt sich schließlich als junge zentaurische Schamanin heraus, die wohl in einem traum vorhrgesehen hat, dass wir eine wichtige und gute Rolle zu spielen haben. Gegen den Willen ihres Vaters bringt sie uns zum Tempel, wo wir noch einmal die Angriffe von Caliphoss Brimharrow und seinem Oger-Leibwächter abhalten müssen. Im Inneren des Tempels bestätigt der Namenlose unsere besondere Bestimmung und beschenkt uns reich, aber nur Lance Álôt besteht die Prüfung und kann den Schlüssel von Gilean erlangen.

2024-03-15 20:00 DL-DC-SOTH-01 Echoes of War 10 Show

Party:
* (2) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 1 - Knights (of the Sword) of Solamnia
* (2) Eklan - Lathrop Lloyd - V. Human - Artificer 2
* (3) - Talak - Eirik Eldermoor - V.Human - Twilight Cleric 3 - none
* (3) Boerns - Storn Thunderstrike - Human (Variant) - Fighter 3 - Knights of the Crown
* (2) Dixer - Uzank - Kender - Fighter 2 - Knights of the Sword
Played: 4.5 h
Locations: Heartlund (Cave)
Encounters:
social: Rindle Quickfoot (Kender)
hostile: Hobgoblins, Ogre Chain Brute, Cultists, Cult Fanatics
Treasure:
* 3.5 GP (Mundane Items: Climber's Kir, Fishing Tackle, 3 Traveller Clothes, Hammer, Dagger)
* Dust of Dryness

Wondrous Item, uncommon
This small packet contains 1 pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Story Award: Fall of a Rose
You have traversed the spectral remnants of Lord Soth's sanctuary, weaving through its shadowy embrace. Emerging with tales of valor, you bear insights bestowed only upon those who've seen its hidden secrets.
Purchase:
+1 Mule (-8 GP)
+1 Riding Saddle (-10 GP)
+1 Hide Barding (-40 GP)
= -58 GP
Gold:
Treasure: +3.5 GP
Purchase: -58GP
= Gold Balance: -54.5
Level up: Fighter +1 = 3
Subclass: Cavlier
Features: Bonus Skill (Insight), Born to the Saddle, Unwavering Mark
HP: +8 = 28
Notes:
...

2023-04-10 20:00 BMG-DL-VOTU-0 Dragons of Divinity 10 Show

Played: 2.5 h
Rumor of War:
Many months ago, a strange man with a green gemstone embedded in his chest was slain by bandits who wnated the gem. Miraculously, he was seen alive, wandering the road, several days later.
Gold: -1 GP (Donation) +50 GP (Treasure) = +49 GP (Balance)
Consumables:
+1 Restorative Ointment
Wondrous Item, Uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
+1 Potion of Poison
Potion, Uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Story Award:
Marked by fate

Whether you have been anointed by a divine benefactor or a cosmic doom has been placed upon your soul, you have been struck by destiny for some hidden purpose. As such, your thread isn’t so easily unraveled from the tapestry of fate.
When you are reduced to 0 hit points or whenever you start your turn with 0 hit points, you can choose to become stable. You can only gain this benefit once.
Party:
* Gelvyr - Human (Variant) - Druid 1 - none
* Nalgar Barriviir - TCL (Half-Drow) - Ranger 1 - (Acolyte of Majere)
* Thervan Selevarun - Halfelf - Sorrcerer (Divine Soul) 1 - none
Locations: Heartland (Inn, Street, Camp, Encampment at Solantar)
Encounters:
social: Ser Jaslen Uth Shaenan of Thelgaard (Knight of the Crown), Zwergin, Fizban
hostile: Dennig (Human Guard), Thug, Bandits

Notes:
...
Level up: Fighter +1 = 2
new Feature: Action Surge
HP: +8 = 20

2023-04-10 01:00 Character Creation Show

Source: PHB, DSDQ

Race: Kender

Creature Type: Humanoid
Size: small
Speed: 30 ft/9 m
ASI: STR +2, CON +1
Languages: Common, Gnomish
Features: Fearless, Taunt
Skill Proficiency: Investigation

Class: Fighter

Hit Die: 1d10
Proficiencies
Weapons: simple, martial
Saving Throws: STR, CON
Skills: Intimidation, Perception
Fighting Style: Interception
Feature: Second Wind

Ability Scores

Method: Standard set
Strength: 15 + 2 ASI = 17
Dexterity: 12
Constitution: 14 + 1 ASI = 15
Intelligence: 10
Wisdom: 13
Charisma: 18

Background: Knight of Solamnia

Skills: Athletics, Survival
Language Proficiencies: Dwarvish, Elvish
Feat: Squire of Solemnia
Trinket: A locket with a sketch of a silver dragon inside
Personality Traits:
I take great pains to always look my best and follow the latest fashions.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideals: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
Bonds: My loyalty to my sovereign is unwavering.
Flaws: I have an insatiable desire for carnal pleasures.

Starting Equipment

by class

Armor: Chain Mail
Weapons: Lance, Longsword, Light Crossbow, 20 Crossbow Bolts
Explorer's Pack

by background

an Insignia of Rank, a Deck of Cards, Common Clothes
Pouch (10 GP)

Description

Alignment: Lawful Good
Faction: Knights of the Sword
Age: 20
Height: 5'2" = 1,60 m
Weight: 146 lb = 66,3 kg
Eyes: brown
Hair: brown
Skin: pale
Deity: Branchala

HP: 12

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
Magic Items Brought Show

Magic Items Brought

Limit T2: 3 uncommon+, 5 common, 10 consumable

Uncommon+

  1. Whip +1
  2. Lantern of Revealing
  3. Lance +1

Common

  1. Medallion of Faith (Branchala)
  2. Rope of Mending

Consumable

  1. Restorative Ointment
  2. Dust of Dryness
  3. Potion of Poison
  4. Potion of Advantage
  5. Potion of Watchful Rest
  6. Oil of Slipperiness
  7. Spell Scroll of Alter Self
  8. Spell Scroll of Catnap
2024-10-26 20:00 BMG-DL-VOTU-03 Dragons of Treachery -99.17 10 UC- Sending Stones, UC - Lance +1 Show

Party:
* (4) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 3 - Knights (of the Sword) of Solamnia
* (4) NeOn - Balren Moss - Sea Elf - Paladin Level 4: Oath of Devotion - Knights of the Sword of Solamnia
* (4) Dixer - Uzank - Kender - Cavalier Fighter 4 - Knights of the Sword
* (4) C0ldW0lf - Lance Álôt - Halfling - Beast Master Ranger 4 - Knights of Solamnia
* (4) Echo - Rasham the Wanderer - Standard 2024 Human - Warlock 1 / Open Hand Monk 3 - Mages of High Sorcery (Red Robe)
* (3) Frederic T. - Nemetranee Starbreeze des Hauses Mystic - Star Elf - Sorcerer 3
Played: 6 h
Locations: Wildswatch outpost (Command Keep, Supply Tent, Chapel, Quartermaster, Kitchen, Laundry)
Encounters:
social: Ser Emend Brae, Ser Carrenock, Seeker Belwyn Eld (Outpost Chaplain), Samel Medgwit (Outpost Quartermaster), Kelek Bloodhof (Minotaur Outpost Smith), Hagan Barbwhisker (Dwarf Outpost Cook), Mistress Meirleth Durendel (Keeper of the Keys), Ser Rolen Crownguard (Captain of the Watch), Timber and Tamber Addlewise (Gnome Washers), Soriya Half-Elven (Foot Soldier)
hostile: Assassins
Treasure:
* 83.33 GP
* Potion of Watchful Rest
Potion, Common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
* Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
* Hedge Mage's Spellbook
This spellbook’s binding is black, as is the ink used to inscribe its spells, but curiously, the ribbon bookmark is a lovely shade of pale rose.
The spellbook contains the following spells: burning hands, color spray, crown of madness, expeditious retreat, fog cloud, hideous laughter, mage armor, magic missile, and misty step.
Story Award: Field Promotion

Your service in the 47th Knights Wing has been recognized with an increase in rank and authority. Unfortunately, there is no accompanying pay rise. However, you have your commander’s ear and have earned his trust and respect. Oh . . . and the Lemish want you dead. Next time, they are sure to try harder.
Purchase:
+ 1 Splint Armor (-200 GP)
+ 1 Shield (-10 GP)
+ 1 Pike (-5 GP)
+ 1 Trident (-5 GP)
- 1 Chain Mail (+37.5 GP)
Gold:
+83.33 GP (Treasure)
-182,5 GP (Purchase)
= -99.17 GP (Balance)
Level up: Fighter +1 = 5
new Features: Extra Attack, Tactical Shift
HP: +8 = 44
Level 5 item: Lance +1
Notes:
...

2024-09-17 00:09 PHB 2024 Adaptation 8.3 Show
2024-07-25 20:00 BMG-DL-VOTU-02 Dragons of Sorrow 130 10 UC/A - Nature's Mantle Show

Party:

Played: 5 h
Locations: Throtyl Gap (Farm)
Encounters:
social: Silvanesti elves, Faylen, Samael, Quilla
hostile: Draconian, Orcs, Goblins
Used:
-0.15 GP = x arrows
Treasure:
* Trinket: A Vallenwood tree seed tucked inside a mouse-colored kerchief with a silver-threaded triangle embroidered upon it.
* Spell Scroll of Alter Self

Scroll, uncommon
Save DC 13
A spell scroll bears the words of the alter self spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
* Spell Scroll of Catnap

Scroll, uncommon
Save DC 15, Attack Bonus +7
A spell scroll bears the words of the catnap spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Story Awards: Known among the Silvanesti

Your heroism in defending or saving a member of the Silvanesti people hasn’t gone unnoticed. Though they are a culture quick to take offense and slow to forgive, they honor any aid rendered to their own.
Once per session, you can reroll a failed Charisma (Persuasion) check made to influence a Silvanesti elf.
Purchase:
+ 1 brooch (-0.15 GP)
Gold:
+130 GP (Treasure)
-x GP (Purchase)
= +x GP (Balance)
Level up: declined
Notes:
...

2024-05-05 20:00 BMG-DL-VOTU-01 Dragons of Revelation 10 UC - Whip +1, UC - Lantern of Revealin Show

Party:
* (3) Dixer - Uzank - Kender - Cavalier Fighter 3 - Knights of the Sword
* (3) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 2 - Knights (of the Sword) of Solamnia
* (3) C0ldW0lf - Lance Álôt - Custom Lineage (Halfling) - PHB Beastmaster (st)Ranger 3 - Knights of Solamnia
* (2) NeOn - Balren Moss - Sea Elf - Paladin Level 2 - Knights of Solamnia
* (3) Eklan - Lathrop Llyoyd - V. Human - Battle Smith Artificer 3
Played: 5 h
Locations: Gaardlund Plains, Godsfell Woods (Temple)
Encounters:
social: Taloolah Thistleberry (Kender), worgs, Cetaurs (Dreamwalker Dancing Wind, Captain Stonemouth), The Nameless
hostile: Goblins, Dragon Army Soldiers, Caliphoss Brimharrow (evil mage), Unglol (ogre chain brute)
Used:
-1 Mule (Zaunekulm died during the chase through Gaardlund Plains by fire spells of mage Caliphoss Brimharrow)
-1 Riding Saddle
-1 Hide Barding
Treasure:
* Lance of Stonemouth (mundane but masterwokr), taken by Lance Álôt
* Potion of Advantage
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Story Award: Seal of the Chosen

Fate has aligned itself with you. The guardian of the Temple of Majere has placed a visible mark upon you, sealing you as a member of fate’s elect. The seal’s design is three stylized, tear-shaped patterns, rotating clockwise within the circular perimeter.
Displaying this mark may arouse suspicion, uncertainty, or reverence in those around you, depending on their knowledge of the Old Gods—or more specifically, of Majere.
Level up: Fighter +1 = 4
ASI: STR +1 = 18, WIS +1 = 14
HP: +8 = 36
Notes:
Vor einer Teilgruppe der Drachenarmee unter Führung des Mage Caliphoss Brimharrow flüchten wir in die Godsfell Woods. Bei der Flucht wird Uzanks Maultier Zaunekulm durch Zauber von Caliphoss getötet. Der Wald ist uns zunächst feindlich gesinnt. An einem Damm holt eine Teilgruppe aus Soldaten und Goblins uns ein und wir beschließen, die Gruppe zu bekämpfen, können diese endlich auch vernichtend schlagen. Im weiteren Verlauf folgen wir einem weißen Fuchs durch den freundlicher werdenden Wald. Der Fuhs stellt sich schließlich als junge zentaurische Schamanin heraus, die wohl in einem traum vorhrgesehen hat, dass wir eine wichtige und gute Rolle zu spielen haben. Gegen den Willen ihres Vaters bringt sie uns zum Tempel, wo wir noch einmal die Angriffe von Caliphoss Brimharrow und seinem Oger-Leibwächter abhalten müssen. Im Inneren des Tempels bestätigt der Namenlose unsere besondere Bestimmung und beschenkt uns reich, aber nur Lance Álôt besteht die Prüfung und kann den Schlüssel von Gilean erlangen.

2024-03-15 20:00 DL-DC-SOTH-01 Echoes of War -54.5 10 UC/A - Hungry Pearl of Power, C - Rope of Mending Show

Party:
* (2) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 / Peace Domain Cleric 1 - Knights (of the Sword) of Solamnia
* (2) Eklan - Lathrop Lloyd - V. Human - Artificer 2
* (3) - Talak - Eirik Eldermoor - V.Human - Twilight Cleric 3 - none
* (3) Boerns - Storn Thunderstrike - Human (Variant) - Fighter 3 - Knights of the Crown
* (2) Dixer - Uzank - Kender - Fighter 2 - Knights of the Sword
Played: 4.5 h
Locations: Heartlund (Cave)
Encounters:
social: Rindle Quickfoot (Kender)
hostile: Hobgoblins, Ogre Chain Brute, Cultists, Cult Fanatics
Treasure:
* 3.5 GP (Mundane Items: Climber's Kir, Fishing Tackle, 3 Traveller Clothes, Hammer, Dagger)
* Dust of Dryness

Wondrous Item, uncommon
This small packet contains 1 pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Story Award: Fall of a Rose
You have traversed the spectral remnants of Lord Soth's sanctuary, weaving through its shadowy embrace. Emerging with tales of valor, you bear insights bestowed only upon those who've seen its hidden secrets.
Purchase:
+1 Mule (-8 GP)
+1 Riding Saddle (-10 GP)
+1 Hide Barding (-40 GP)
= -58 GP
Gold:
Treasure: +3.5 GP
Purchase: -58GP
= Gold Balance: -54.5
Level up: Fighter +1 = 3
Subclass: Cavlier
Features: Bonus Skill (Insight), Born to the Saddle, Unwavering Mark
HP: +8 = 28
Notes:
...

2023-04-10 20:00 BMG-DL-VOTU-0 Dragons of Divinity 49 10 C - Medallion of Faith Show

Played: 2.5 h
Rumor of War:
Many months ago, a strange man with a green gemstone embedded in his chest was slain by bandits who wnated the gem. Miraculously, he was seen alive, wandering the road, several days later.
Gold: -1 GP (Donation) +50 GP (Treasure) = +49 GP (Balance)
Consumables:
+1 Restorative Ointment
Wondrous Item, Uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
+1 Potion of Poison
Potion, Uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Story Award:
Marked by fate

Whether you have been anointed by a divine benefactor or a cosmic doom has been placed upon your soul, you have been struck by destiny for some hidden purpose. As such, your thread isn’t so easily unraveled from the tapestry of fate.
When you are reduced to 0 hit points or whenever you start your turn with 0 hit points, you can choose to become stable. You can only gain this benefit once.
Party:
* Gelvyr - Human (Variant) - Druid 1 - none
* Nalgar Barriviir - TCL (Half-Drow) - Ranger 1 - (Acolyte of Majere)
* Thervan Selevarun - Halfelf - Sorrcerer (Divine Soul) 1 - none
Locations: Heartland (Inn, Street, Camp, Encampment at Solantar)
Encounters:
social: Ser Jaslen Uth Shaenan of Thelgaard (Knight of the Crown), Zwergin, Fizban
hostile: Dennig (Human Guard), Thug, Bandits

Notes:
...
Level up: Fighter +1 = 2
new Feature: Action Surge
HP: +8 = 20

2023-04-10 01:00 Character Creation 10 Show

Source: PHB, DSDQ

Race: Kender

Creature Type: Humanoid
Size: small
Speed: 30 ft/9 m
ASI: STR +2, CON +1
Languages: Common, Gnomish
Features: Fearless, Taunt
Skill Proficiency: Investigation

Class: Fighter

Hit Die: 1d10
Proficiencies
Weapons: simple, martial
Saving Throws: STR, CON
Skills: Intimidation, Perception
Fighting Style: Interception
Feature: Second Wind

Ability Scores

Method: Standard set
Strength: 15 + 2 ASI = 17
Dexterity: 12
Constitution: 14 + 1 ASI = 15
Intelligence: 10
Wisdom: 13
Charisma: 18

Background: Knight of Solamnia

Skills: Athletics, Survival
Language Proficiencies: Dwarvish, Elvish
Feat: Squire of Solemnia
Trinket: A locket with a sketch of a silver dragon inside
Personality Traits:
I take great pains to always look my best and follow the latest fashions.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideals: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
Bonds: My loyalty to my sovereign is unwavering.
Flaws: I have an insatiable desire for carnal pleasures.

Starting Equipment

by class

Armor: Chain Mail
Weapons: Lance, Longsword, Light Crossbow, 20 Crossbow Bolts
Explorer's Pack

by background

an Insignia of Rank, a Deck of Cards, Common Clothes
Pouch (10 GP)

Description

Alignment: Lawful Good
Faction: Knights of the Sword
Age: 20
Height: 5'2" = 1,60 m
Weight: 146 lb = 66,3 kg
Eyes: brown
Hair: brown
Skin: pale
Deity: Branchala

HP: 12