Adventure Logsheet
Race: Kenku Class: Wizard Background: Wizard´s Apprentice (Sage) Ability Scores (with ability score improvment given from start): Strength: 10 (0) Dexterity: 13 (1) Constitution: 16 (3) Intelligence: 16 (3) Wisdom: 12 (1) Charisma: 8 (-1) Proficiencys: -Savingthrows: Intelligence 5, Wisdom 3 Arcana History Insight Investigation Medicine Nature Weapons: Daggers, Darts, Slings, Quarterstaff and light crossbows Languages: Common, Auran, Abyssal and Deep Speech Gear: Quarterstaff Arcane Focus Spellbook 2x Bottle of Ink Quill 2x Small knife set of common clother letter from a dead colleague (from choosing the background) Scholar´s Pack: Backpack Book of Lore Ink Pen 10x Sheet of perchment bag of sand 10GP New Playergude states if the Background doesn´t give a feat you can choose 1 from: Tough, Skilled and Magic Initiate. choosen feat: Tough
Not fun
Items bekommen: Spell Scroll: Goodberry, Spell Scroll: Find Familiar
Adventure Logsheet
Leleing Jarro Greyward from level 3 to 4 with Downtime
Friend on the Black Road You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free. Potion of Giant Strength (Hill Giant) Potion, uncommon When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no Effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of Frost Giant Strength and the potion of Stone Giant Strength have the same Effect. Type of Giant Strength Rarity Hill giant 21 Uncommon Frost/stone giant 23 Rare Fire giant 25 Rare Cloud Giant 27 Very Rare Storm giant 29 Legendary
Adventure Logsheet
Jarro Greyward from 5 to 6
Gem witch shows someones wish worth 500GP
Spells in Jarros Spellbook Level 1: -False Life -Mage Armor -Shield -Magic Missile -Thunderwave -Sleep -Unseen Servant -Silent Image -Catapult Level 2: -Scorching ray -Misty Step -Mirror Image -Levitate Level 3: -Counterspell -Remove Curse -Animate Dead -Fireball -Lightning Bolt -Dispel Mag-Counterspell -Remove Curse -Animate Dead -Fireball -Lightning Bolt -Dispel Magic -Life Transference -Leomund's Tiny Hutic -Life Transference Level 4: -Blight -Arcane Eye -Polymorph -Conjure Minor Elemental -Raulothim's Psychic Lance -Sickening Radiance -Evard´s Black Tentacles Level 5: -Danse Macabre -Enervation -Wall of Force Level 6: -Create Undead -Otto´s Irresistable Dance -True Seeing -Disintegrate Level 7: -Simulacrum -Finger of Death -Prismatic Spray -Mordenkainen´s Magnificent Mansion Level 8: -Maddening Darkness -Antimagic Field -Incendary Cloud
Adventure Logsheet
Spieler KillianGehold - Taleasin Loralar - Elf (Eladrin) - Warlock 4, Paladin 3 - None Christian W. - Rhex - Human - Fighter 7 - none Talak - Tragorzin - Tiefling - Sorccere 7 - none IrgendnMaxtter - Demitrius Cleaver - Centaur - Babar 7 - none INeverexist - Jarro Greyward - Kenku - Wizard 7 Necromancer - none Dixer - Hops Haube - Harrengon - Rouge 7 - none
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Traded Bracers of Archer with a Bag of Holding with Arikatzi https://www.adventurersleaguelog.com/users/36450/characters/91246/tradelogentries/1033369 From Adventure DDHC-CM Shemshime's Bedtime Rhyme
nutze Downtime um Jarro von level 8 auf level 9 zu bringen
Adventure Logsheet
-Googles of Night -Bag of Holding
Spieler KillianGehold - Taleasin Loralar - Elf (Eladrin) - Warlock 4, Paladin 3 - None Christian W. - Rhex - Human - Fighter 7 - none Talak - Tragorzin - Tiefling - Sorccere 7 - none IrgendnMaxtter - Demitrius Cleaver - Centaur - Babar 7 - none INeverexist - Jarro Greyward - Kenku - Wizard 7 Necromancer - none Dixer - Hops Haube - Harrengon - Rouge 7 - none Sonstiges Knochen für 5 Skelette
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Traded the Flame Tongue sword for +1 Studded leather armor from Rahze
Adventure Logsheet
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Traded Studded Leather Armor +1 for Iron Bands of Bilarro with Sheila Elacs
Players (10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10 (10) Raimundo_O- Murmel- Dragonborn- Paladin 6 Sorcerer 4 - LA (5) Echo - Thistle Blackbreeze - Fairy - Warlock 5 (5) TimoL - Meryll - Fallen Aasimar - Paladin 5 - Harper (6) Folk2K - Guttrr - Halbork - Babar6 - none (10) Marco M. - Tildrik - Thri-kren - Rune Knight-Fighter (10) - none
Spieler TimoL - Meryll Brumblewynn - Fallen Aasimar - Paladin 7 (7) Doravien - Mara Salass - Variant Human - Bladesinging Wizard 7 - Watchful Order Christian K. - Kahzaa - Githyanki - Eldritch Knight 10 Alvar-Whisker-Tabaxi -Rouge Stufe 5 (10) Ineverexist - Jarro Greyward - Wizard Necromancer 10 Items -Spellscroll (3rd Level) Glyph of warding 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 13. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. -Potion of greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. -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. Abgeschriebene Spells von Mara/Doravien: Polymorph Conjure Minor Elemental Copied the Spellscroll
Adventure Logsheet
*** PURCHASE ENTRY ***
5x Potions of Greater healing -500 2x Potion of Waterbreathing -200
Spieler Bramymond - Temenos Mistral - Eladrin - Scribes Wizard 5 TimoL - Meryll Brumblewynn - Fallen Aasimar - Paladin 7 (7) Doravien - Mara Salass - Variant Human - Bladesinging Wizard 7 - Watchful Order Christian K. - Kahzaa - Githyanki - Eldritch Knight 10 (10) Ineverexist - Jarro Greyward - Wizard Necromancer 10
Arcane Grimoire
Adventure Logsheet
Spieler Brennjie - Equilius - Monk Way of Mercy Level 9 - Variant Human- None (9)Arikatzi020 - Noriel Aurorae - Halfelf - Battle Master Fighter 6, Hunter Ranger 3 - none (9) happy - Ryld - Variant Human - Monk (Astral Self) 9 TimoL - Zoey Fortescue - Wizard 5 - Harper Bramymond - Logan Miharian - Aasimar (MMotM) - Light Cleric 8 (10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10 Skeleton Tracking 5 Skeletons
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Bought: Golden Skull for -300gp 3x Potions of Greater healing -300gp
Spieler Bramymond - Temenos Mistral - Eladrin - Scribes Wizard 5 TimoL - Meryll Brumblewynn - Fallen Aasimar - Paladin 7 (7) Doravien - Mara Salass - Variant Human - Bladesinging Wizard 7 - Watchful Order Christian K. - Kahzaa - Githyanki - Eldritch Knight 10 (10) Ineverexist - Jarro Greyward - Wizard Necromancer 10 Consumable Potion of Hill giant strengt Potion, unommon When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. Spells Copied in the adventure From Bramymond / Temenos Mistral: Leomund's Tiny Hut -150gp Sickening Radiance -200gp Raulothim's Psychic Lance -200gp
Adventure Logsheet
Spieler (10) Bramymond - Soren - Draconic Bloodline Sorcerer 10 - Golden Vault (6) Brennjie - Lyra - High Elf - Paladin - Oath of Redemption 6 - none (9) Christian K. - Laucian - Shadar Kai - Ranger 7 Druid 2 Ineverexist - Jarro Greyward - Kenku - Wizard 10 Necromancer - none (7) Raimundo_O - Theodeus - TCL - Twilight Cleric 7 - none Story rewards -Story Award: Fangjaw Citizen You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. -Story Award: Rashemi Regard You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you. -Story Award: Knight of the Order of the Silver Dragon You have been anointed as a Knight of the Order of the Silver Dragon. You have sworn to the following oath. To protect those that can’t protect themselves To oppose evil wherever you find it To seek a peaceful solution to all conflicts if possible. Good dragons across the lands that see your emblem will look favorably upon you Spell Book This is a typical traveling spellbook as described in the Player’s Handbook. It contains the following spells: 1st level: absorb elements, mage armor, magic missile, shield, charm person 2nd level: shadow blade, Mind Spike, hold person, suggestion 3rd level: counterspell, fireball, lightning bolt, haste 4th level: polymorph, greater invisibility 5th level: telekinesis, synaptic static, hold monster, scrying 6th level: chain lightning
Spieler (6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6 (7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2 (10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave (10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3 (10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10
Spieler (9)Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 9 - Golden Vault/Emerald Enclave (8) Folk2K - Guttrr - Half Ork - Barbarian8 - none (10) Ineverexist - Jarro Greyward - Kenku - Wizard necromancer 10 (10) Gnash Redwood - Wood Elf - Assassin - Rouge (4) - Fighter (2) - Gloom stalker ranger (4) (9) Luna Prime- Shadarkai - Artificer Armorer LvL 9- Golden Vault / Lord's Alliance Redknife (rank 2) Consumables Spellscroo of Lavitate One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Adventure Logsheet
*** TRADE ENTRY ***
Trading Folding Boat for a Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) from Gor "Gator" Rok
Using Downtime to level Jarro from 11 to 16
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Traded Iron Bands of Bilaro for Belt of Dwarfenkind from michael Gonefast
Adventure Logsheet
*** PURCHASE ENTRY ***
Bought: 05x potion of greater healing -500gp 09x Black onyx stones worth 150gp = 1350gp
Spieler (16) RaimundoO - Murmel - Topaz Dragonborn - Oath of Conquest Paladin 7 - Aberrant Mind Sorcerer 9 Lord's Alliance (14) Marcelinho700 - Thorin Healhammer - Standard Human - Life Domain Cleric 14 - none (16) Inever_exist - Jarro Greyward - Kenku - Wizard Necromancer 16 - none (15) Flammenklinge - Quedania Ebrathir - Shadar-kei - Hexenmeister - die Hexklinge 15 - Golden Vault (16) Fr3edom - Duhdah - Half Orc - Fighter 1 Wizard 15 Consumables: Charm Of Nine Lives Other: Chwingas from Alkazars Apendix 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. Uses 9/9 Charm of the Mirage. 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. Spell Scroll, Level 9 Wish Scroll, legendary Save DC 19, Attack Bonus +11 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. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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Traded Longbow +2 for Astromancy Archive from Sam
Adventure Logsheet
Spieler (16) Echo - Yoshi - Tabaxi - Hexblade Warlock 4 / Samurai Fighter 12 - Lords Alliance (16) Marcelinho700 - Leo - High Elf - Assassin Rogue 11 / Gloom Stalker Ranger 5 - 90ft Darkvision - none (16) C0ldW0lf - Corellius - TCL (Aasimar/Tiefling) - Sorcerer 10/Paladin 6 (16) Ineverexist - Jarro Greyward - Kenku - Necromancer Wizard 16 - none (14) Lamianyu (Alina) - Merla Spitzfuß - Halfling (Burly) - Fighter 11 / Paladin 3 - none Consumables Blindness/Deafness Spell Scroll, Level 2 Scroll, uncommon Save DC 13, Attack Bonus +5 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. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Web Spell Scroll, Level 2 Scroll, uncommon Save DC 13, Attack Bonus +5 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. Featherfall Spell Scroll, Level 1 Scroll, common Save DC 13, Attack Bonus +5 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. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. 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. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Earth Tremor Spell Scroll, Level 2 Scroll, uncommon Save DC 13, Attack Bonus +5 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. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Potion of Heroism x2 Potion, rare For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. Potion of Polychromy x2 Potion, Uncommon When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off. The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste. Potion of Cloud Giant Strength x2 Potion, very rare When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. Potion of Invulnerability x2 Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquefied iron. Potion of Flying x2 Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
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Tausche Belt of Giant Strength (Hill Giant) Für Dragonguard Armor Von Jarlsson Character link: https://www.adventurersleaguelog.com/users/44303/characters/107415
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Jarro Greyward traded Ring of Protection for Astromancy Archive from Ulgier