Adventure Logsheet
Thar Race: Human Subrace: Variant Human Background: Urchin Class: Wizard Abilities: Method: Pointbuy: 8,15,14,15,10,8 STR: 8 DEX: 16 (+1) CON: 14 INT: 16 (+1) WIS: 10 CHA: 8 Feats: Lucky (Variant Human) Magic Initiate (Forgotten Realms Background): Wizard Skill Proficiencies: Perception (Variant Human) Arcana (Wizard) Investigation (Wizard) Sleight of Hand (Urchin) Stealth (Urchin) Tool Proficiencies: Disguise Kit (Urchin) Thief's Tools (Urchin) Spells: Cantrips: Chill Touch, Fire Bolt, Toll the Dead (Wizard) Light, Mage Hand (Magic Initiate) 1st Level: Burning Hands, Detect Magic, Find Familiar, Magic Missile, Shield, Sleep (Wizard) Mage Armor (Magic Initiate) Features: City Secrets (Urchin) Arcane Recovery (Wizard) Ritual Casting (Wizard) Equipment: Arcane Focus, Small Knife, Map of Waterdeep, Belt Pounch, Dagger, Spell Book, Cloths, Explorers Pack
Consumables: - Oil of Slipperiness - Potion of Poison Resistance Mundane Items bought: Winter cloths for 5 GP (substracted from GP above) Level up: Arcane Tradition: School of Evocation Features: Evocation Savant Sculpt Spells Spells: 1st level: Chromatic Orb, False Life
Consumables: + Potion of Healing + Potion of Climbing + Scroll of Comprehend Languages + Scroll of Protection from Evil and Good Level up: Spells: + Shatter + Invisibility
Adventure Logsheet
Consumables: + Potion of Superior Healing (8d4 + 8) Level up: Ability increase: INT +2 Spells: + Suggestion + Darkvision
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Traded with Tonk
Consumables: + Spell Scroll Revivify Xil Dahovnia’s Spellbook This leather-bound spellbook exudes a visible light-blue tinge, accented by moving and rotating arcane sigils around the cover when opened. Inside, ten thick pages of fickle, ancient vellum contain the following wizard spells: 1st level: disguise self, mage armor 2nd level: invisibility, phantasmal force 3rd level: major image, phantom steed
Adventure Logsheet
Consumables + 10 potions of healing + A packet of dust of disappearance + two flasks of alchemist's fire + Potion of Hill Giant Strength + Spell Scroll of Magic Weapon + 6 Healers Kits Ehrenbürger der Swirfneblin-Stadt Little Lockford
Buy spell scrolls: o Leomund's Tiny Hut (300 GP) o Fly (300 GP) Copy spells to spell book: + Leomund's Tiny Hut (75 GP, 1 day) + Fly (150 GP, 1 day) + Disguise self (50 GP, 1 day) + Phantasmal Force (100 GP, 1 day) + Major image (150 GP, 1 day) + Phantom steed (150 GP, 1 day)
Consumables: + Potion of Flying + Potion of Mind Reading + Potion of Greater Healing + Scroll of Fear + Scroll of Hold Person + Scroll of Conjure Minor Elementals + Scroll of Dispel Magic + Scroll of Magic Mouth + Scroll of Protection (Fiends) Snarlas Spellbook 1st Level: Magic Missile, shield, thunderwave 2nd Level: mirror image, web 3rd Level: displel magic, fear, stinking cloud Das hier sind die Rewards fürs Waffen zurückbringen 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. 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. 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.
Adventure Logsheet
Copy Spells to Spell Book: 1st Level: Thunderwave (25 GM, 1 Day) 2nd Level: Hold Person, Mirror Image, Web (150 GM, 3 Days) 3rd Level: Fear, Stinking Cloud (300 GM, 2 Days) 4th Level: Conjure Minor Elementals (200 GM, 1 Days)
Consumables: - 3 Potions of healing - Oil of slipperiness + Potion of Growth
Buy consumables: + 2 Potions of greater healing (4d4+4) 200 GM + 2 Potions of superior healing (8d4+8) 1000 GM + Spell scroll Fire Shield 500 GM Diamond (300 GP) Copy Spells: + Fire Shield (100 GP, 1 Day) + Augury (100 GP, 1 Day) + Locate Object (100 GP, 1 Day) + Locate Creature (200 GP, 1 Day) + Divination (200 GP, 1 Day)
Adventure Logsheet
Consumables: - 1 Potion of Healing + Spell scroll of magic weapon
Story Award White Worm Initiate The barbarian tribe, simply named the “Tribe of the White Worm,” has accepted you with open arms after going through their trials. They will come to your aid in a moment of dire need, and you always have a place to rest while in the Glacier of the White Worm. Consumables: - 2 Potion of Healing + Potion of fire breath
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Traded with Zylak
Adventure Logsheet
Consumables: + Healers Kit + Potion of Fire breath + Restorative Ointment + Spell scroll of Air Bubble - 2 Potions of Healing - Potions of greater Healing - Potions of superior Healing Remaining Consumables: * 3 potions of healing (2d4 + 2) * 2 Potion of Greater Healing (4d4 + 4) * 2 Potion of Superior Healing (8d4 + 8) * Spell Scroll Revivify * Potion of Growth * Potion of fire breath * Potion of Flying * Potion of Mind Reading * Potion of Poison Resistance * Potion of Fire breath * Restorative Ointment * A packet of dust of disappearance * Two flasks of alchemist's fire * Potion of Hill Giant Strength * 6 Healers Kits * Potion of Climbing * Spell scroll of Air Bubble * Scroll of Fear * Scroll of Hold Person * Scroll of Conjure Minor Elementals * Scroll of Dispel Magic * Scroll of Magic Mouth * Scroll of Protection (Fiends) * 2 Spell Scrolls of Magic Weapon * Scroll of Comprehend Languages * Scroll of Protection from Evil and Good * Scroll of Fear * Scroll of Hold Person * Scroll of Conjure Minor Elementals * Scroll of Leomund's Tiny Hut * Scroll of Fly * Spell scroll Fire Shield * Healers Kit Spell scroll of Air Bubble scroll, uncommon A spell scroll bears the words of a single 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. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Air Bubble Level: 2nd Casting Time: 1 Action Range/Area: 60 ft Components: S Duration: 24 Hours School: Conjuration Attack/Save: None You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.