Adventure Logsheet
Race: Half-Elf - +2 Str, +1 Con, +1 Wis - Darkvision 60ft. - Language: Sylvan - Point Buy: Str 14 (+2), Dex 12, Con 13 (+1), Int 12, Wis 13 (+1), Cha 10 Skills: From... - Race: Intimidation, Stealth - Class: Athletics, Perception - Background: Medicine, Religion Equipment: From Background: (Hermit) A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp From Class: (Barbarian) * (a) a greataxe or (b) any martial melee weapon (Greatsword) * (a) two handaxes or (b) any simple weapon * An explorer's pack and four javelins sold: Greatsword (25 GP) bought: Shield (10 GP) Cold Weather Gear (10GP)
Seed: Breaking Ice-o-lation Spell Scroll: Frost Fingers 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Level 2
Seed: Burrowing Borrowers - Potion of Healing - Spellbook contains: 1st level: detect magic, mage armor, magic missile, shield 2nd level: misty step, suggestion 3rd level: counterspell, fireball, fly 4th level: greater invisibility, ice storm 5th level: cone of cold Level 3
Adventure Logsheet
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sold: shortbow (12,5 GP) leather armor (5 GP) bought: 2x Potion of Healing (2x 50 GP) Sling (0,1 GP) 2x Sling Bullets(20) (~0,1 GP)
Story Awards Story Award: One Man’s Junk You’ve caught the attention of a greedy mud mephit. Loot Sending Stones Potion of Healing 27,6 GP Level 4 ... Level 5 Magic Item: Dragonhide Belt +1
Story Awards THE RIGHT QUIP AT THE RIGHT TIME You went to momentous efforts to identify Xanathar’s one true pet, Sylgar. Such proficient trawling is recognized by quippers ranging far and wide, and all checks of a piscatory nature within the domain of Momentum may be made at advantage. MAGICAL GIFT (TRAINING - HISTORY) This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History. MAGICAL GIFT CLARIFICATION 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 new gift. Loot 316,7 GP Keoghtom's Ointment Fabric of Time (Guardian Mantle of Spell Resistance) Potion of Water Breathing Level 6
Adventure Logsheet
Loot 10.500 GP p.P. Potions Potion of Flying Potion of Mind Reading Potion of Greater Healing Scrolls Scroll of Fear Scroll of Hold Person Scroll of Conjure Minor Elementals Scroll of Dispel Magic Scroll of Magic Mouth Scroll of Protection (Fiends) permanent Items +1 Chain mail Goggles of Night Stone of Good Luck Boots of Striding and Springing Armor of Vulnerability (slashing) Ring of Protection Ring of Spell Storing Snarlas Spellbook: 1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud Rewards für's Waffen zurückbringen 1. 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. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (1, 6, 10, 20, 17, 12), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 3. Third Weapon Returned. Each character receives either a 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 restrictions.
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Traded with Dakota https://www.adventurersleaguelog.com/users/36316/characters/95510
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Traded with Kaito https://www.adventurersleaguelog.com/users/36316/characters/104128
Adventure Logsheet
Race: Custom Lineage Languages: Common, Sylvan ASI: +2 Cha Features: Darkvision (60 ft.) Feat Background: Criminal (Blackmailer) Skill Proficiencies: Deception, Stealth Tool Proficiencies: Thieve's Tools, Gaming set Feature: Criminal Contact Ability Scores Method: Point Buy Strength: 8 Dexterity: 14 Constitution: 14 Intelligence: 10 Wisdom: 10 Charisma: 15 +2 = 17 Class: Glamour Bard 7 Skill Proficiencies: Perception, Performance, Intimidation, Drum, Mandolin, Viol Features Bard: Spellcasting Ritual Casting Jack of All Trades Magical Inspiration Expertise (Perception, Intimidation) Mantle of Inspiration Enthralling Performance Font of Inspiration Countercharm Mantle of Majesty Spells Bard: Cantrips: Prestidigitation, Vicious Mockery, Mage Hand 1st-level: Dissonant Whispers, Healing Word, Faerie Fire, Tasha's Hideous Laughter 2st-level: Silence, Suggestion 3rd-level: Hypnotic Pattern, Mass Healing Word 4th-level: Polymorph, Dimension Door ASI's: Level 1 Background - Magic Initiate: Warlock (Eldritch Blast, Toll the Dead, Hex) Level 1 Race - Telekinetic +1 Cha Level 4 Bard - Inspiring Leader
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Traded with Tak'atha https://www.adventurersleaguelog.com/users/36316/characters/108014
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Traded with Szoror Duskrabar https://www.adventurersleaguelog.com/users/36316/characters/89682
Adventure Logsheet
Story Award Unseemly Cipher You possess a cipher used in Dynnegall to unravel Unseelie messages. Perhaps it will prove useful in the future. Loot 1250 GP Clockwork Amulet Astromancy Archive
Race: Human Languages: Common, Common Sign Language, ? Features: Resourceful Skillful (Intimidation) Versatile (Musician) Background: Urchin (Legacy) ASI: +2 Cha, +1 Dex Skill Proficiencies: Stealth, Sleight of Hand Tool Proficiencies: Thieve's Tools, Disguise Kit Feature: City Secrets Origin Feat: Magic Initiate Ability Scores Method: Point Buy Strength: 8 Dexterity: 15 +1 =16 Constitution: 14 Intelligence: 8 Wisdom: 10 Charisma: 15 +2 =17 Class: Glamour Bard 8 Skill Proficiencies: Perception, Insight, Persuation Tool Proficiencies: Drum, Lute, Viol Features Bard: Spellcasting Bardic Inspiration Expertise (Perception, Persuation) Jack of All Trades Beguiling Magic Mantle of Inspiration Feat (Inspiring Leader) Font of Inspiration Mantle of Magesty Countercharm Feat (+2 Cha) Spells Bard: Cantrips: Starry Whisp, Viscious Mockery, Prestidigitation 1st-level: Dissonant Whispers, Healing Word, Faerie Fire, Tasha's Hideous Laughter, Heroism 2st-level: Suggestion, Phantasmal Force 3rd-level: Hypnotic Pattern, Mass Healing Word, Tongues 4th-level: Raulothim's Psychic Lance, Dimension Door Feat: Level 1 Species - Musician (Bagpipes, Horn, Pan Flute) Level 1 Background - Magic Initiate: Wizard (Light, Mage Hand, Shield) Level 4 Bard - Inspiring Leader (+1 Cha) Level 8 Bard - +2 Cha
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Traded with Zephyr https://www.adventurersleaguelog.com/users/36316/characters/104508
Adventure Logsheet
Story Award Return to the Soil You have found a way to preserve the intelligence born of Tywyll’s experiments. A hag’s grave dirt possesses unusual magical properties. Tywyll’s plant-born creations can sustain the magic that awakened their sentience by walking barefoot over the site of her death once per moon cycle or resting there during a new moon. Loot 1250 GP Potion of Poison Potion of Growth Oil of Etherealness Cloak of the Bat Pot of Awakening
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Traded with Bathazar https://www.adventurersleaguelog.com/users/36316/characters/162311