St. Serena "Warlyon of Waterdeep"

Season:
Forgotten Realms | Spelljammer
Race:
Human
Class:
Champion Fighter 6, War Cleric 10
Background:
Acolyte (Tempus)
Lifestyle:
Aristocratic
Current Level:
16
Total GP:
106744
Total Downtime:
20
Tag:
Faction:
Order of the Gauntlet
Faction Rank:
Whitehawk (rank 3)
Magic Item Count:
53
Magic Item Limit:
6
Crown of the Night Sky (Circlet of Blasting),
Cloak of Many Fashions,
Gray Bag of Tricks,
Jeny's Mark (Masquerade Tatoo),
Candle of the Deep,
Alchemy Jug,
Lightbringer,
Greatsword +2,
Moon-Touched Longsword,
Periapt of Wound Closure,
Serpent Scale Armor,
Belt of Dwarvenkind,
Dwarven Plate,
Amulet of the Devout +1,
Gem of Seeing,
Bag of Holding,
Animated Shield,
Belt of Fire Giant Strength,
Obsidian Steed Figurine of Wondrous Power,
Staff of Power,
Rod of the Pact Keeper +3,
Ring of Regeneration,
Spear of Backbiting,
Berserker Axe,
Defender,
Sword of Vengeance,
Mace of Terror,
Bronze Griffon Figurine of Wondrous Power,
Ring of Telekinesis,
Brazier of Commanding Fire Elementals,
Instrument of the Bards (Cli Lyre),
Blessing of Understanding,
Rod of Alertness,
Rooster (Wand of Wonder),
Cape of the Mountebank,
Ornithopter of Flying,
Wingwear,
Tome of Understanding,
Cap of Water Breathing,
Helm of Comprehending Languages,
Ring of Swimming,
Ring of Water Walking,
Candle of Invocation (Mount Celestia),
Ioun Stone, Insight,
Pisonic Passkey (Chime of Opening),
Tentacle of Mending (Rope of Mending),
Illithid Staff (Staff of Power),
Psychic Splinter (Blessing of Magic Resistance),
Bag of Beans (8 Beans),
Ring of Shooting Stars,
Boots of Speed,
Vicious Glaive,
+3 Plate Armor

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2025-06-22 19:30 FR-DC-MIND-01 Mindflayed Adventures 12250 10 Pisonic Passkey (Chime of Opening), Tentacle of Mending (Rope of Mending), Illithid Staff (Staff of Power), Psychic Splinter (Blessing of Magic Resistance) Show

Bought

4x Spell Scroll of Death Ward for 4000

Sold

Gained

1x Jubbas Body Oil (Oil of Slipperiness)
"Jubba jubba, Juuuubba! Uh Jubba."

Used

2025-03-13 18:15 Shopping -41000 Show

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

2024-05-07 11:05 Service Rewards 50th Anniversary 4 13000 Periapt of Wound Closure, Serpent Scale Armor, Belt of Dwarvenkind, Dwarven Plate Show

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

2025-01-22 19:30 Rebuild Show

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

2023-02-03 14:00 Character Creation 0 5 Show

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

Bastion Show

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.

2025-06-15 19:00 Trade Log -37000 Show Trade Log

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

2023-04-02 19:00 Rebuild Show

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

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2025-06-22 19:30 FR-DC-MIND-01 Mindflayed Adventures 10 Show

Bought

4x Spell Scroll of Death Ward for 4000

Sold

Gained

1x Jubbas Body Oil (Oil of Slipperiness)
"Jubba jubba, Juuuubba! Uh Jubba."

Used

2025-03-13 18:15 Shopping Show

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

2024-05-07 11:05 Service Rewards 50th Anniversary Show

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

2025-01-22 19:30 Rebuild Show

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

2023-02-03 14:00 Character Creation Show

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

Bastion Show

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.

2025-06-15 19:00 Trade Log Show Trade Log

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

2023-04-02 19:00 Rebuild Show

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

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2025-06-22 19:30 FR-DC-MIND-01 Mindflayed Adventures 12250 10 Pisonic Passkey (Chime of Opening), Tentacle of Mending (Rope of Mending), Illithid Staff (Staff of Power), Psychic Splinter (Blessing of Magic Resistance) Show

Bought

4x Spell Scroll of Death Ward for 4000

Sold

Gained

1x Jubbas Body Oil (Oil of Slipperiness)
"Jubba jubba, Juuuubba! Uh Jubba."

Used

2025-03-13 18:15 Shopping -41000 Show

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

2024-05-07 11:05 Service Rewards 50th Anniversary 13000 Periapt of Wound Closure, Serpent Scale Armor, Belt of Dwarvenkind, Dwarven Plate Show

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

2025-01-22 19:30 Rebuild Show

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

2023-02-03 14:00 Character Creation 5 Show

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

Bastion Show

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.

2025-06-15 19:00 Trade Log -37000 Show Trade Log

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

2023-04-02 19:00 Rebuild Show

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