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Race: Eladrin Class: Fighter 3 Wizard 2 Background: Faction Agent Saving Throws: Str, Con Skill Profs: Acrobatics, History, Insight, Investigation, Perception Ability Scores: Neu: ---------------------- Alt: Str: 10 --------------------- 17 (+2) Dex: 18 (+2) -------------- 10 Con: 14 Int: 16 (+1) Wis: 8 Cha: 8 Features: Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Psionic Power (Psi Warrior): You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Fighting Style: Defense: While you are wearing armor, you gain a +1 bonus to AC. Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Darkvision: You can see in dim light within 120 feet of yourself as if it were bright light and in Darkness as if it were dim light. You discern colors in that Darkness only as Shades of Gray. Lvl up: Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Martial Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice. Replace a fighting style you know with another fighting style available to fighters.If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver. Resilient: Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. (Dex) Proficiencies: Languages: Common, Elvish, Sylvan, Draconic Armor: light, medium & heavy armor, shields Weapons: Simple & Martial weapons Starting Gear: (+25gp) Chain Mail Rapier +1 Shield Light Crossbow Set Common's Cloth A Explorer's pack: a backpack a pouch a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Arcane Focus Spellbook
Eure Gruppe hat sich von Mosstone aus nach Osten in den Wald geschlagen und ist seit ca. drei Tagen unterwegs. Zwar habt ihr einiges an Tierspuren gefunden, doch wenig Tiere tatsächlich gesehen. Der Wald wirkt... unheimlich. Jedenfalls spürt ihr seit letzter Nacht, wie eine allgemeine Anspannung von euch Besitz ergreift, also sollte man seine Sinne geschärft halten - und die Waffen noch mehr! Loot: - 1000gp - Spell Scroll of Blight - Dread Helm - Half Plate Armor of resistance (necrotic) Zauber abgeschrieben: - Find Familiar - Comprehend Languages - Detect Magic
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Potion of Healing 2x
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Stats angepasst: Str: 10 Dex: 18 Con: 14 Int: 14 Wis: 10 Cha: 13 Feat: Resilient Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. Verkauf: Chain Mail verkauft
Miri Kirmani (Selune Priester) Objectives and Goals Miri und ihre Gefährten vertreten den Tempel von Selûne und möchten die Gruppe anheuern, um seltsame Vorfälle auf Valen Manor zu untersuchen. Die Kirche kann niemanden entbehren, um selbst Nachforschungen anzustellen, da sie mit den Vorbereitungen für die nächtlichen Rituale, so kurz vor dem Vollmond, beschäftigt ist. Reitpferd (-75g) + Sattel geschenkt (FU-Ry) Benutzt: 1 Healing Potion Loot: Weapon of Warning (Longsword) Potion of Healing Potion of Heroism 1363 GP / 6 Players = 227 GP each
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Fine Dark Blue Cloak
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Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. Getauscht mit Tazzari gegen den Wand of Pyrotechnics
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Mit Murmel (Raimundo), Rick (Dixer), Ennius (Frederic), Anxea (Coldwolf) Ennius und Anxea zur Party kennengelernt und eingeladen. Miri ist: Sie ist besorgt über die Bedeutung des Artefakts, das in Cassius' Herrenhaus gefunden wurde. Die Berichte über den Pakt seiner Frau belasten Miri sehr, da Cassius einst ein enger Freund war. Sie möchte wissen, was das Artefakt bewirkt und ob die Anhänger von Shar in der Region aktiv sind. Wenn ja, möchte sie wissen, was sie planen. Miri macht sich auch Sorgen um das Schicksal von Cassius; sie glaubt, dass die Antworten auf diese Fragen durch die Karte offengelegt werden. Karte und Forschungsnotizen entschlüsselt und Ort gefunden. In den Ruinen einen Gnom gefunden. Mnemosyne-Kappenpilz soll bei Gedächtnisverlust helfen für Melrond dem Gnom. Er war Abenteurer und Gefährte von Cassius Valen und haben den Splitter gefunden. Nachdem dieser den Splitter gefunden hat hat er sich verändert. Und hat ein Symbol von Shar überall an die Wand gemalt (auch als Wegweiser) Altes Kartenspiel als Dank bekommen: Deck of Illusions Eingang zum Tempel gefunden. Im Tempel Statuen und Mechanismen gefunden um Türen zu öffnen. Zum Schluss Eingang zu einem Saal gefunden mit einem seltsamen Gerät: Ihr erkennt dass die Symbole eine verblüffende Ähnlichkeit mit einer veränderten Form des alten Netheresse haben. Außerdem sind die Symbole so verändert, dass sie unmöglich arkane Energien aus dem Weave ziehen können,... woher sonst Ihr erkennt, dass die Orte einer Karte entsprechen, die mindestens ein Jahrhundert alt sein muss, wobei einige Gebiete wahrscheinlich Siedlungen entsprechen, die aufgegeben wurden oder sich von der heutigen Zeit unterscheiden. Es scheint eine Art Gerät zu sein, dass es ein Portal ins Shadowfell erschaffen könnte in die Moonsea (mit Horden von Monstern?) Der Splitter scheint eine Schlüsselrolle zu sein um das Gerät zu betreiben. Mit Ennius (Frederic) Spells abgeschrieben: (-300gp) -Disguise Self -Grease -Identify -Burning Hands -Protection from God & Evil -Unseen Servant
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Thieve Tools gekauft
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Raya (Arikatzi020), Rick (Dixer), Murmel (Raimundo_O), Neros (DesertRanger) Story Reward: Defender of the Moon You aided the Temple of Selûne in Thentia by defeating agents of Shar that threatened the entire Moonsea. The priests of the temple remember your aide and honor your efforts. The temple will always be a safe shelter for you. Miri fängt an langsam verrückt zu werden. (Cassius wurde auch komisch.) Lief schreiend Nachts aus dem Tempel. Hatte böse Träume. In ihrem Büro sind aberall Notizen und Hinweise. (Die auf den alten Schrein deuten.) Miri Nachricht: I must stop them at the shrine. Cassius und Kultisten greifen Kapelle an und stehlen Splitter. Priester müssen gerettet werden: Dodge, Disengange, Hide, Dash, Help & Move Orc Gruppe probiert Karawanenwagen mit Hunden als Gespann zu überfallen. Wir greifen ein und Wagen entkommt. Melrond wieder gefunden. Hat Cassius gesehen in Begleitung von Dämonen, Schatten und schattenhaften Gestalten. Sein Sohn wurde gefangengenommen und eine Frau in weiß. Er hat Verstärkung zusammengetrommelt. (Drow, Duergard, Oni Clan Führer, Giant) Eine Horde Deep Gnomes wurde gefangen genommen (ca. 90 Stück) und sollen den Tempel aufbauen. Wir schaffen es die Deep Gnomes zu retten indem wir die Kette zerstören. Haben aber immer noch das Gefühl beobachtet zu werden. Eine Frau die eine andere Frau gefangen genommen hat. Und die Schwester der einen Frau bringt einen jungen Mann (Darius). Statuen die ihre Domains repräsentieren: Darkness Loss Forgetfulness Night 2 Drow foltern Miri und Darius. Miri ist tot. Darius konnten wir retten. Beide bringen wir zu den Deep Gnomes. Potion of Heroism & Greater Healing Potion benutzt Loot: 944.8gp Potion of Growth Potion, Uncommon When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This item can be found on Magic Item Table B in the DMG. Stab der Selûne Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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Gekauft: 3x Potion of Healing 2x Potion of Greater Healing 1x Diamon 300gp 1x Blanket
Ingame-Kauf: Shield +1 (-800gp) Schriftrolle Revivify (300gp - Diamant) Kleines Pack (-50gp) Cold Weather Cloth (-10gp) Snowshoes (2gp) Crampons (2) (2gp)
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Shield verkauft (+5gp)
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Downtime Activity: Training Thieve Tools Proficiency
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Potion of Growth abgegeben
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Skilled Feat (von AL Charakter Creation)
Loot: 6x Holy Water - Disguise Kit Kunstgegenstände: - Lebensgroße Halblingstatue (25 GP) - Hut mit Karneolen (250 GP) - goldene Flöte (250 GP) - Blumentopf aus Jade (750 GP) - Puppentheater mit Goldfäden (2500 GP) - elfischen Platinring (100 GP) Conch of Teleportation Gavel of the Venn Rune Doss Lute Münzen aufgeteilt in der Gruppe (mein Anteil:) 1130 Kupfermünzen 486 Silbermünzen 126 Elektrummünzen 46 Goldmünzen
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Loot und Kunstgegenstände verkauft: Lebensgroße Halblingstatue (25 GP) Hut mit Karneolen (250 GP) goldene Flöte (250 GP) Blumentopf aus Jade (750 GP) Puppentheater mit Goldfäden (2500 GP) elfischen Platinring (100 GP)
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Spell Scroll of Lesser Restoration Greater Healing Potion Spell Scroll of Feather Fall
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Anpassungen auf 2024