Adventure Logsheet
Story Award: Tarot of Fate (Devil): Inverted You have proven to some higher power that you, unlike other mortals, are able to resist temptation. You have earned the blessing of the Ordinances. Sie haben einer höheren Macht bewiesen, dass Sie, anders als andere Sterbliche, der Versuchung widerstehen können. Sie haben sich den Segen der Ordnungen verdient. Consumables: + Potion of healing
Tarot of Fate (The Moon): Inverted. You’ve helped Vasyli Berislav reclaim his family honor and gained his favor, but the death of High Priestess Seireri Moongleam has thrown the city of Thentia into a political tailspin. Du hast Vasyli Berislav geholfen, seine Familienehre wiederherzustellen, und seine Gunst gewonnen, aber der Tod der Hohepriesterin Seireri Moongleam hat die Stadt Thentia ins politische Chaos gestürzt. Consumables: + Scroll of Remove Curse: + Scroll of Protection (Lycanthropes) + Potion of healing
Tarot of Fate (The Lovers): Inverted Sie haben Nestor vor der Hinrichtung bewahrt, aber damit hast du seine Pläne durchkreuzt. Welches Leid gebührt Thentia jetzt? You have saved Nestor from execution, but in doing so have ruined his plans. What suffering is Thentia now due?
Story Award: Madness Grows You discovered an unusual fungal growth on the dryad Nettelia that drove the fey mad. Because of your close interaction with the disease, you have advantage on future Wisdom (Medicine) checks to identify the disease in other Tarot series modules. Der Wahnsinn wächst Du hast eine ungewöhnliche Pilzerkrankung bei der Dryade Nettelia entdeckt, die die Fee in den Wahnsinn trieb. Aufgrund deiner engen Interaktion mit der Krankheit hast du einen Vorteil bei zukünftigen Weisheit (Medizin)- Prüfungen, um die Krankheit in anderen Modulen der Tarot-Serie zu identifizieren. Story Award: Tarot of Fate (Empress): Upright You helped Danyel see the truth about Kielo’s feelings for him and Arno before he could inflict a tragedy. The priests of Chauntea remain to attempt an agricultural miracle in Thar. A Goldenfields on the Moonsea isn’t assured but, with the Great Mother’s help (and a little from you), new fields will be cleared, soil will be tilled, and seeds will be planted in hopes of future abundance for Thentia. Story Award: Tarot des Schicksals (Kaiserin): Aufrecht Du hast Danyel geholfen, die Wahrheit über Kielos Gefühle für ihn und Arno zu erkennen, bevor er eine Tragödie anrichten konnte. Die Priester von Chauntea bleiben, um in Thar ein landwirtschaftliches Wunder zu vollbringen. Ein Goldenes Feld auf dem Mond ist nicht sicher, aber mit der Hilfe der Großen Mutter (und ein wenig von dir) werden neue Felder gerodet, der Boden bearbeitet und Samen gepflanzt, in der Hoffnung auf zukünftigen Reichtum für Thentia.
Story Award: The Chariot (Upright). You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell. Story Award: The Chariot (Aufrecht). Du warst zuversichtlich in deiner Entscheidung, dich direkt um die Bedrohung durch die Hexe zu kümmern, obwohl du den Auftrag hattest, Ash sofort nach Thentia zurückzubringen. Das Schicksal mag anderer Meinung sein, und nur die Zeit wird es zeigen.
Story Award: Tarot of Fate (Death) Inverted Against her wishes, you have intervened in Kaireri Moongleam’s life. Whether this will help or hinder Thentia in the troubles that the Fates have placed against the city, only time will tell. Story Award: Tarot des Schicksals (Tod) Umgekehrt Gegen ihren Willen habt ihr in das Leben von Kaireri Moongleam eingegriffen. Ob dies Thentia in den Schwierigkeiten, die das Schicksal über die Stadt verhängt hat, helfen oder behindern wird, wird die Zeit zeigen. Consumables: + potion of healing
Consumables: + Potion of greater healing + Spell scroll mirror image
Story Award: Tarot of Fate (Emperor) Upright You have followed the expectations and order of things - by protecting all of the voters, candidates, and people of Thentia, you have proven that you are able to maintain the law of the land. Law and Order prevail... Story Award: Tarot des Schicksals (Kaiser) Aufrecht Du hast die Erwartungen und die Ordnung der Dinge befolgt - indem du alle Wähler, Kandidaten und Menschen in Thentia beschützt hast, hast du bewiesen, dass du in der Lage bist, das Gesetz des Landes aufrechtzuerhalten. Recht und Ordnung herrschen...
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Traded with Zylak Elandar
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Traded with Indigo
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Traded with Thar
Consumables: - Potion of Healing
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Traded with Zanshin
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Buy: + Plate Armor + 10 Javelins + 2 potions of greater healing Sell: - Splint Armor Remaining Consumables: * 2 Potions of healing * 3 Potion of greater healing * Scroll of Remove Curse * Scroll of Protection (Lycanthropes) * Spell scroll mirror image
Consumables: + 1x potion of flying + spellscroll of fear + spellscroll of hold person + Potion of Mind Reading + Spell Scrolls Conjure minor Elementals + Dispel Magic + magic mouth + 5x rare consumables: 2 x potion of heroism, 2 x potion of invulnerability, 1 x potion of fire giant strength + Scroll protection against fiends + Potion of greater healing + Blessing of Protection At level 17 claim one of: Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. Whelm Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Consumables: - 3 Potions of Healing + 20 Silvered Arrows + Potion of Polychromy
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Consumables: + 5 Potions of Superior Healing + Potion of Water Breathing
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Traded with Indigo
Charm of Nine Lives When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.
Level up to level 11
Consumables: - 3 Potions of greater Healing + Potion of Fire Resistance + Midnight Tears Poison A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. + Feuerwein (Im Wasserschlauch) The ruby liquid is firewine imported from the City of Brass. Any creature that drinks the wine gains 15 temporary hit points. The creature must finish a long rest before it can gain this benefit again.
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Traded with Partina
Consumables: + Dust of Disappearance
Level up to level 15
Consumables: - Potion of greater healing + 2 Potion of Giant Strength (fire) ST 25 + Potion of Invulnerability + Potion of Heroism + Chime of Opening (10x) Midnight Tears Poison A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. * Feuerwein (Im Wasserschlauch) The ruby liquid is firewine imported from the City of Brass. Any creature that drinks the wine gains 15 temporary hit points. The creature must finish a long rest before it can gain this benefit again. Hammer Drill of Opening (Chime of Opening) Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. This automatic drill seems to use shadowfell magic to spin incredibly fast, fast enough to drill every lock open magic or not. It seems to have power for 10 uses and is incredibly loud. Loud enough to trigger noise complaints from neighbours for sure. Story Award You managed to purify the shrine of Selune and received a divine blessing from the Moonmaiden. All heroes which helped to restore the shrine receive a Blessing of Wound Closing and are able to call down Selune's Wrath for the rest of the adventure, which allows the party to cast Meteor Swarm once (DC25). Instead of Bludgeoning and Fire Damage this Lunar Meteor Swarm deals exclusively radiant damage. Story Award the Art of Transmutation Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again. (This story award has no mechanical advantage.)
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Traded with Thoran
Consumables: - 1 potion of superior healing + Spell scroll wish Charm: Charm of the Mirage This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.
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Sold: + Plate Armor: +750 GP Bought: + 2 Potions of Speed: -20000 GP + 2 Potions of Heroism: -2000 GP + Potion of superior Healing: -1000 GP + 5 Potion of Fire Breath: -500 GP Remaining Consumables: * 5 Potions of Superior Healing * Potion of Water Breathing * potion of flying * Potion of Mind Reading * Potion of Polychromy + 2 Potions of Speed + 2 Potion of Giant Strength (fire) ST 25 + Potion of Invulnerability + 3 Potion of Heroism + 5 Potion of Fire Breath + Chime of Opening (10x) * Dust of Disappearance * Scroll of Remove Curse * Scroll of Protection (Lycanthropes) * Spell scroll mirror image * Scroll protection against fiends * spell scroll of fear * spell scroll of hold person * Spell Scrolls Conjure minor Elementals * spell scroll of Dispel Magic * spell scroll of magic mouth * Spell scroll wish * 2 x potion of heroism * 2 x potion of invulnerability * 1 x potion of fire giant strength * Dust of Disappearance * 20 Silvered Arrows * Potion of Fire Resistance * Midnight Tears Poison