Adventure Logsheet
Race: Half Aesir (T.C.L) Ability Scores: Point Buy Str: 8 Dex: 14 Con: 14 Int: 10 Wis: 10 Cha: 15 + 2 Starting Feat: - Racial Proficiencies Weapon: Armor: Skill: Tools: Racial Feat: Skill Expert Languages: Common, Giant Class: The Fiend Warlock Class Proficiencies Weapons: Simple Weapons Armor: Light Armor Tools: Saving Throws: Wisdom, Charisma Skills: Deception, Intimidation Expertise: Languages: Starting Equipment Dagger (4) Leather Armor Component Pouch Equipment Pack: Dungeoneers Pack Backpack crowbar hammer piton (10) torch (10) tinderbox rations (10) waterskin hempen rope Background: Shaman (Custom Background) Feature: Spirit Medium Skill Proficiencies: Arcana, Religion Tool Proficiencies: Alchemists Supplies, Herbalism Kit Languages: - Background Equipment A set of artisan's tools with which you are proficient a set of traveler's clothes a pouch containing 5gp a gem worth 10gp
4h played Gained Spell Scroll of Frost Fingers
3h played Bought in Good Mead Potion of Healing for 50gp
5.5h played
3.5h played gained 5x Walloping Ammunition (Arrow) bought 1x Climbers Kit for 25gp 1x Hempen Rope (50ft) 1x Crampons for 2gp 1x Potion of Healing for 50gp sold used 2x Potion of Healing
Name: Esmeralda Brightheart Race: Astral Elf (C.Y.O) Racial Proficiencies Weapon: Armor: Skill: Perception Tools: Racial Feat: Languages: Common, Celestial Class: Paladin Class Proficiencies Weapons: Simple weapons, martial weapons Armor: All armor, shields Tools: Saving Throws: Skills: Athletics, Persuasion Expertise: Languages: Ability Scores: Point Buy Str: 15 + 1 Dex: 10 Con: 14 Int: 8 Wis: 8 Cha: 15 + 2 Creation Feat: Tough Background: Entertainer Feature: Position of Privilege Skill Proficiencies: Deception, Performance Tool Proficiencies: Disguise kit, Space Vehicles Languages: Class Equipment Chain Mail, Holy Symbol Greataxe Whip Javelin (5) Background Equipment Costume, Belt Pouch Lute Love Letter Equipment Pack: Explorer's Pack Includes a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope
Common and Uncommon Lightbringer + 10 downtime days (Esmeralda Brightheart) + 1 Level (Peterhausen) DDHC-LMOP HC S1 13h = Dungeon Mastering, Using Safety Tools, Running New Players: 4 Players = 4h, Prep Time: 2h Very Rare Manual of gainful exercise + 30 downtime days (Esmeralda Brightheart) +1 Level (Peterhausen) Keys from the Golden Vault - The Murkmire Malevolence 9h = Dungeon Mastering, Using Safety Tools, Prep Time 3h DDHC-CoS Curse of Strahd S7 9h Dungeon Mastering, Using Safety Tools Keys from the Golden Vault - The Stygian Gambit 9h Dungeon Mastering, Using Safety Tools, Prep Time 3h Tome of Leadership and Influence + 10,000 gp (Esmeralda Brightheart) + 1 Level (Peterhausen) DDHC-CoS Curse of Strahd S3 11h =Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-CoS Curse of Strahd S6 8h = Dungeon Mastering, Using Safety Tools Keys from the Golden Vault - The Murkmire Malevolence 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 3h REPEATABLE REWARD Greatsword +2 + 50000gp (Esmeralda Brightheart) + 1 Level (Va'Ashal) DDAL09-01 - Escape from Elturgard #1 17h = Dungeon Mastering, Using Safety Tools, Running New Players: 5 Players = 5h, Prep Time: 3h DDAL09-01 - Escape from Elturgard #2 15h = Dungeon Mastering, Using Safety Tools, Running New Players: 5 Players = 5h, Prep Time: 3h DDAL10-02 Gnashing Teeth #2 6h = Dungeon Mastering, Using Safety Tools, Prep Time: 1h DDAL 10-03 - Divining Evil #2 9h =Dungeon Mastering, Using Safety Tools, Prep Time: 2h 70 Downtime for 7 Levels
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Bought 5x Holy Water (flask) for 125gp 5x Healers Kit for 25gp 5x Antitoxin for 250gp 5x Manacles for 10gp 5x Potion of Healing for 250gp 5x Potion of Greater Healing for 500gp 10x Potion of Superior Healing for 5000gp 1x Spyglass for 1000gp 5x Waterskin for 1gp 10x Rations for 5gp 10x Chain (10 feet) for 50gp 1x Chest for 5gp 3x Lock for 30gp Magic Item traded with https://www.adventurersleaguelog.com/users/41329/characters/96273
Uncommon Periapt of Wound Closure + 250gp + 1 Level (Esmeralda Brightheart) Serpent Scale Armor + 250gp + 1 Level (Esmeralda Brightheart) Rare Belt of Dwarvenkind + 2500gp + 1 Level (Esmeralda Brightheart) Very Rare Dwarven Plate + 10000gp + 1 Level (Esmeralda Brightheart) Adventures used for Hours DDHC-DoIP Circle of Thunder 7h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-DoIP Shrine of Savras 8h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-DoIP Ice Spire Hold 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-CM The Joy of Extradimensional Spaces 7h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h Keys from the Golden Vault - Party at Paliset Hall #1 10h= Dungeon Mastering, Using Safety Tools, Prep Time: 3h
Hours used for Rewards as Player Bought Sold Gained Spell Scrolls: Armor of Agathys, Blindness/Deafness, Cure Wounds, Earth Tremor, Feather Fall, Summon Beast, Web, Bigbys Hand, Cone of Cold, Dawn, Charm Monster, Revivify, Steel Wind Strike 2x Potion of Invulnerability 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. 2x Potion of Flying 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. 2x Potion of Mind Reading Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. 2x 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. 2x Potion of Cloud Giant Strength 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 Heroism 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 Polychromy 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. Used Bought at the End of Adventure 1x Bombard for 50000gp
Players/Characters Bought Sold Gained Story Award: Favor of Candlekeep Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource. Used 2x Potion of Superior Healing
Bought Sold Gained Used 4x Potion of Superior Healing
Name: St. Serena "Warlyon of Waterdeep" Race: Human Class: Fighter Ability Scores: Point Buy Str: 15 Dex: 8 Con: 15 + 1 Int: 8 Wis: 15 + 2 Cha: 8 Background: Acolyte (Tempus) Origin Feat: Alert, Tough
Gain Player Rewards DDHC-KftGV-13 Fire and Darkness #2 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h Gained 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. Potion of Fire Resistance When you drink this potion, you gain resistance to fire damage for 1 hour.
Bought 20x Spell Scroll of Darkvision for 2000gp 20x Spell Scroll of Catnap for 2000gp 20x Spell Scroll of Revivify for 2000gp 10x Spell Scroll of Holy Weapon for 15000gp 20x Potion of Superior Healing for 20000gp
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Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/110369
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Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/106831
Reward as Player Hoard of Tiamat DMG only. Items dont get duplicated. 1 Legendary, 2 Very Rare, 3 Rare, 4 Uncommon Wish Casting Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance
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Bought 20x Potion of Comprehension for 1000gp 30x Oil of Slipperiness for 3000gp 30x Potion of Water Breathing for 3000gp 10x Elixir of Health for 10000gp 10x Potion of Heroism for 10000gp 10x Potion of Invulnerability for 10000gp
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Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/104410
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Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/103509
Bought 4x Spell Scroll of Death Ward for 4000 Sold Gained 1x Jubbas Body Oil (Oil of Slipperiness) "Jubba jubba, Juuuubba! Uh Jubba." Used
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Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/108335
Sanctuary Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Roomy [16 sq] Hirelings: 1 Order: Craft Icons of your religion are displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can't gain this Charm again while you still have it. Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility's hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it. Smithy Prerequisite: None Space: Roomy [16 sq] Hirelings: 2 Order: Craft This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment. Craft Options. When you issue the Craft order to this facility, choose one of the following options: Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook. Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item. Sacristy Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Roomy [16 sq] Hirelings: 1 Order: Craft A Sacristy serves as a preparation and storage room for the sacred items and religious vestments. Craft Options. When you issue the Craft order to this facility, choose one of the following options: Craft: Holy Water. You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8. Craft: Magic Item (Relic). You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item. Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest. Meditation Chamber Level 13 Bastion Facility Prerequisite: None Space: Cramped [4 sq] Hirelings: 1 Order: Empower A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit. Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result. Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result. 1d6 Saving Throw 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma Pub Prerequisite: None Space: Vast [36 sq] Hirelings: 4 (Vast) Order: Research Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito. Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days. Pub Special. The Pub has one magical beverage on tap, chosen from the options below: Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours. Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition. At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured. Reliquary Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Cramped [4 sq] Hirelings: 1 Order: Harvest This vault holds sacred objects. Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it.