Adventure Logsheet
Race: Goliath - Athletics Class: Barbarian - Perception, Intimidation Point Buy: 13, 13(+1), 15 (+2), 8,12,12 Background: Soldier - Acrobatics, Insight, Dice Set Languages: Common, Giant
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Players: - @MalteS#4162 (Ram Beau) - @Liam#5733 (Vess) - @MrUmmGoat#2752 (Angela) - @Clark#2433 (Prufliss Fairshine) - @Gajahbiru#1911 (Kithkath Moonbeam) - @MalukuSeito#8961 (Lui) Story Awards: Furrball the Skeleton Kitty Cat Furrball is a noncombat familiar. He qualifies as undead, but when threatened has an additional ability that allows him to enter the Ethereal Plane. This ability also allows him to be annoyingly underfoot. He demands food, even though he doesn’t eat, and demands pets and scratches behind his ears, even though he has no skin. Furrball is intended for flavor only and provides no advantages as a regular Wizard or Warlock familiar.||
Adventure Logsheet
Players: @MalteS#4162 (Ram Beau,), @Liam#5733 (Vess), @MrUmmGoat#2752 (Angela), @Clark#2433 (Prufliss Fairshine), @Bryan McIntyre#8328 (Meep Bah Deep), @dracon88888#0723 (Teriarch Solstice)
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Play Time 5h - 4h prep * 11.7 / 13.7. - 4h Review Adventure. Additional preps. Players (7) thebaconing - Sprout - Fairy - Fighter (7) Dixer - Mhurren Khnurren - Half-Orc - Path of the Berserker Barbarian 7 - none (6) Manfred Hase - Kain & the Circle of maybe Eight - Kobold - Necromancer 6 (9) C0ldW0lf - Aurélie de la Montagne - Fairy - Rogue 8/Warlock 1 - Cloaks (9) Christian K. - Laucian - Shadar kai - Ranger 7 Druid 2 (9)Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 9 - Order of the Gauntlet Rewards 1800gp Story Awards JUST AS PLANNED You proved your worth to the archfey Fugit of Momentum and she saw no further need to steal time from those bound to the Prime Material Plane. Though not quite friendly, Fugit acknowledged the crucial role you played in guiding history back onto the right tracks. This is the way it was meant to be - right? FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE) Wondrous item, rare (requires Attunement) You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. POTION OF HEALING (GREATER) Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS) Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross) The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. *As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property. Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
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DM Time: 5h, 1h Safety Tools, 1 h prep/cleanup - 10h Service Reward for Tes'is Players * mlouden03 * aultsider * clark * len k. * orome * nemesor WBW-ROOK-1-1 The care and maintenance of the Rookery 7/27/2022 DM MalteS - DCI 6320848470 Rewards: 10 downtime days an optional level up, Figurine of wondrous power (Silver Raven) UC, Potion of Healing, Veteran's Cane (Common), 45GP each Summary: They entered the Rookery, Spoke with the bears, Lighted a firework for the Blood Hawks and helped a mutated harengon find a new home. Non Violent Communication to the rescue!
Adventure Logsheet
Gained Level from T3/T3 level up https://digitaldemiplane.com/moonseacodex/dungeonmaster/01c5a488-a00b-470b-935f-a2c077001217 Consumables: * 2 Potion of Superior Healing * Potion of Water Breathing
Potion of lightning resistance When you drink this potion, you can resistance to lightning damage for 1 hour. Potion of animal friendship When you drink this potion, you can cast the animal friendship spell (DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Spell scroll of nondetection 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. Archfey Gift: Charm of Animal Conjuring This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. 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.