Adventure Logsheet
Quirk Race: Goblin Background: Charlatan Class: Warlock (Genie - Ifriti) Abilities: Method: Pointbuy: 8,13,14,12,12,14 STR: 8 DEX: 14 (+1) CON: 14 INT: 12 (+1) WIS: 12 CHA: 16 (+2) Feats: + Magic Initiate (Forgotten Realms Background): Sorcerer Traits: + Darkvision + Fey Ancestry + Nimble Escape + Fury of the Small Skill Proficiencies: + Arcana (Warlock) + Investigation (Warlock) + Deception (Charlatan) + Sleight of Hand (Charlatan) Tool Proficiencies: + Disguise Kit (Charlatan) + Forgery Kit (Charlatan) Spells: Cantrips: + Eldritch Blast (Warlock) + Toll the Dead (Warlock) + Shocking Grasp (Magic Initiate) + Mage Hand (Magic Initiate) 1st Level: + Burning Hands (Warlock, the Genie - Ifriti) + Hex (Warlock) + Shield (Magic Initiate) Features: + False Identiy (Charlatan) + Genie's Vessel (Warlock, the Genie) Equipment: + Arcane Focus + Belt Pounch + 2 Daggers + Leather Armor + Fine Cloths + Disguise Kit + Dungeneer's Pack
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Traded with Quarion
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Consumables: + Buy 1 Potion of healing
Silver Dagger
Trade: + Forgery Kit (for 15 GP) - Potion of Healing
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Buy Consumables: + Potion of Healing (50 GP) + 3 Potion of Greater Healing (300 GP)
Quirk 1.Class Warlock/Sorcerer 2.Origin Race: Goblin 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 can't discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fury of the Small When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest, and you can use it no more than once per turn. Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns. Background: Wayfarer Abilities: DEX +1, CHA +2 Feat: Lucky Skills: Insight, Stealth Tools: Thieves' Tools Equipment: 50 GP or two daggers, Thieves’ Tools, any Gaming Set, a bedroll, two pouches, traveler’s clothes, and 15 GP. Abilities STR 8 (0) DEX 15 (9) [+1] CON 14 (7) INT 10 (2) WIS 10 (2) CHA 14 (7) [+2] Alignment Chaotic Good (CG) Personality by Attributes Indirect Fidgety Hearty Informative/Uninformed Wary/Naive Inspiring by Alignment Rebellious - Kind Warlock 2 HP: 8+5 Save Proficiencies: Wisdom and Charisma Skill Proficiencies: 2 of Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion Weapon Proficiencies: Simple Weapons Armor Training: Light armor Starting Equipment: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP Class Features Eldritch Invocations: 3 Pact Magic: 2 Cantrips 2 spells prepared, 1 spell slot level 1 3 Eldritch Invocations: Magical Cunning You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest. Sorcerer 2 HP: 4+4 Class Features Spellcasting 4 Cantrips: 4 Prepared Spells: 3 Spell slots level 1 Innate Sorcery An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest. Font of Magic: 2 Sorcery Points Metamagic: 2 Metamagic Options Empowered Spell Seeking Spell
Consumables: 5x Healers Kit 1x Antitoxin 1 Dust of Disappearance
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Traded with Tonk
Consumables: + Potion of greater healing
Consumables: + 1 Potion of greater healing
Consumables: - potion of healing
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Buy: + 2 Potion of superior healing (2x 500 GM)
Consumables: - 2 Potions of greater healing
Consumables: +2 Potion of Greater Healing + Potion of Climbing
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning.
Consumables: + 10 potions of healing + 6 Healers Kits + 2 Alchemists fire + 1 dust of diappearance + 3 Smiths Tools + 2 Tinker Tools + spell scroll of magic weapon + potion of giant strength (hill)
Consumables: 1x Potion of Greater Healing (4d4+4) 1x Potion of Flying 1x Potion of Mind Reading Spell Scroll of Fear Spell Scroll of Hold Person Spell Scroll of Minor Elementals Spell Scroll of Dispell Magic Spell Scroll of Magic Mouth Spell Scroll of Protection from Fiends Blessing: Each character receives a Blessing of Protection Claim Artifact: When the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
Consumables: + Potion of superior healing + Potion of fire giant strength + Spell scroll antilife Shell Story Award DDAL05-11 Forgotten Traditions: Student of Stone. You have studied under the tutelage of Illsenstaad, a long-dead stone giant loremaster and stone carver. You gain the benefit of the dwarven Stonecunning trait. If you already possess the Stonecunning trait, you triple your proficiency bonus instead of doubling it. In addition, you also gain proficiency in mason’s tools and the Giant language if you are not already proficient. Student of Stone. Illsenstaad has chosen you and you alone to complete his life’s work and put his soul to rest. By spending a total of 365 downtime days (these need not be spent all at once) possessed by Illsenstaad, allowing him to tell his stories and carve them into the living rock of Hotun-Shûl, you gain the Student of Stone story award (below). If you are a dwarf, possess the Guild Artisan (mason or stonecutter) background, or are otherwise proficient in mason’s tools; you complete this in half the normal time. Story Award DDAL05-11 Forgotten Traditions: Dreamwalker. Your meditations have granted you the gift of foresight. Upon receiving this story award, roll a d20 and record the number rolled. Once, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the number you rolled. You must choose to do so before the roll. Once you have used this story award in this fashion, remove it. This story award may be earned again as often as you like, but you must complete the Dreamwalker downtime activity (above) each time and may not do so again until you no longer possess this story award. Dreamwalker. Kryshilir has taught you to look beyond the veil of the world and navigate your dreams. By spending 25 downtime days, you travel to the Seven Stones and meditate under Kryshilir’s whispered guidance. Upon completing this downtime activity, you gain the Dreamwalker story award (below).
Consumables: + 3 potions of superior healing - 1 potion of greater healing
Consumables: + potion of greater healing + potion of Cold resistance DDAL05-17 Downtime Activity: Gratitude of Hartkiller You have claimed the divine spark of the Beast of Talos for Hartkiller and outfitted him for his battle with Jarl Ryndölg. In doing so you have writ your name into his legend. You may choose to spend 50 downtime days spreading word of your and Hartkiller's inspired deeds in Hartsvale. Upon doing so, you gain the benefit of the Gratitude of Hartkiller story award. This downtime activity may only be performed once. DDAL05-17 Story Award: Gratitude of Hartkiller In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award. Remaining Consumables: + 3 Potion of superior healing + 7 Potion of greater healing + 11 Potion of healing + Potion of Climbing + 1x Potion of Greater Healing (4d4+4) + 1x Potion of Flying + 1x Potion of Mind Reading + Potion of fire giant strength + 11 Healers Kit + 1x Antitoxin + 2 Dust of Disappearance + 2 Alchemists fire + 3 Smiths Tools + 2 Tinker Tools + spell scroll of magic weapon + potion of giant strength (hill) + potion of Cold resistance + Spell Scroll of Fear + Spell Scroll of Hold Person + Spell Scroll of Minor Elementals + Spell Scroll of Dispell Magic +Spell Scroll of Magic Mouth + Spell Scroll of Protection from Fiends + Spell scroll antilife Shell
Charme of the Stumblenoodle When a creature you can see within 30 feet of you moves, you can use your reaction to give the creature the prone condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16 Wisdom saving throw or have the stunned condition until the end of their next turn as they laugh uncontrollably at their friend's misfortune. Once used three times, the charm vanishes from you.