Adventure Logsheet
Name: Lady Selene Moonstar Race: Human Class: Paladin Ability Scores: Point Buy Str: 8 Dex: 15 + 2 Con: 15 Int: 8 Wis: 8 Cha: 15 + 1 Background: Artisan Origin Feat: Tough, Alert Bought 10x Rations for 5gp 2x Waterskin for 1gp
Bought Sold Gained Paper Bird (9/9) Used
Bought 5x Potion of Healing for 250gp Sold Gained Used
Bought 3x Potion of Greater Healing for 300gp (End of Session) Sold Gained Potion of Healing 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. Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. Assassin's Blood Poison A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. Far Realm Potion Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. When the poison effect ends, you sprout a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, you can use the tentacle to make a melee weapon attack (+4 to hit) against a creature you can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage. Spell Scrolls: Armor of Agathys, 2x Arms of Hadar, Bane, Crown of Madness, Dimension Door, Sleep, Used 2x Potion of Healing
Bought 5x Potion of Superior Healing for 2500gp (End of Session) Sold Gained Potion of Greater Healing Potion of Animal Friendship Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. Potion of Poison Resistance Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour. Potion of Water Breathing Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Spell Scrolls: 2x charm person, 1x cure wounds, 2x detect magic, 1x dispel magic, 1x false life, 4x identify, 1x invisibility, 2x lesser restoration, 1x nondetection, 1x sequester Used 2x Potion of Greater Healing Spend 40 Downtime for 4 Levels
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Bought 4x Superior Healing Potion for 2000gp 3x Greater Healing Potion for 300gp
Bought Sold Gained 1x Potion of Healing 1x Potion of Water Breathing 1x Spell Scroll of Darkvision 3x Pistols 1060x Bullets 12x Smokepowder (Packets) Trinket: Chess Set featuring jade pieces shaped like drow (Paid 2000gp for group) Trinket: Obsidian Dice (Paid group 25gp) Used 3x Potion of Superior Healing 1x Oil of Slipperiness 1x Potion of Poison Resistance
DM REWARD: Gain Player Rewards Bought Sold Gained 1x Potion of Greater Healing Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. Used
Gain Player Rewards Keys from the Golden Vault - Heart of Ashes #2 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h Bought Sold Gained 8x Arrows +1 Weapon (arrow), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Oil of Sharpness Potion, very rare This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Used
Gain Player Rewards DDHC-KftGV-13 Fire and Darkness 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. Bastion Turn Harvest: Talisman. (Reliquary) = Talisman worth 1000gp Craft: Holy Water. (Sacristy) (Spend 500gp) = Holy Water (7d8 Radiant Damage) Craft: Magic Item (Armament). (Smity) = Sylvan Talon Dagger
Very Rare Mindguard Crown + 10000gp Adventures used for Hours DDHC-HotDQ Hoard of the Dragon Queen S10 8h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDAL09-01 Escape from Elturel #4 (Beginner Round) 14h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h, Running New Players: 4h, Running Learn-to-Play: 3h
Uncommon Helm of Comprehending Languages + 10 Downtime + 1 Level Rare Badge of the Watch + 2500gp + 1 Level Very Rare Tome of Leadership and Influence + 10000gp + 1 Level Manual of Quickness of Action + 10000gp + 1 Level Adventures used for Hours DDHC - Planescape: Adventures in the Multiverse S11 [2025-05-18 12:00] 8h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC - Planescape: Adventures in the Multiverse S12 [2025-06-08 19:30] 8h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-CM The Scrivener´s Tale #1 [2025-06-10 19:30] 11h = Dungeon Mastering, Using Safety Tools, Prep Time: 4h DDHC-KftGV-08 Vidorants Vault [2025-06-17 21:00] 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h DDHC-KftGV-Shard of the Accursed [2025-06-18 19:00] 9h = Dungeon Mastering, Using Safety Tools, Prep Time: 2h PS-DC-HYS-03 No Time to Die [2025-06-19 19:30] 10h = Dungeon Mastering, Using Safety Tools, Prep Time: 4h Used 10 Downtime for 1 Level
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Bought 20x Potion of Water Breathing for 2000gp 5x Potion of Fire Giant Strength for 5000gp 5x Potion of Gaseous Form for 5000gp 10x Potion of Heroism for 10000gp 15x Potion of Invulnerability for 15000gp 5x Potion of Superior Healing for 5000gp 1x Potion of Flying for 10000gp 20x Spell Scroll of Spirit Shroud for 3000gp 20x Spell Scroll of Darkvision for 2000gp 5x Spell Scroll of Death Ward for 5000gp 20x Holy Water for 500gp 20x A pinch of diamond dust worth 25 gp for 500gp
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DDEP4 - Reclamation of Phlan Trading Post Activity: Trading Character: Lady Selene Moonstar “Captain of the Watch“ Purchase: Wraps of Unarmed Power +3 Payment: Rapier +3
Bought Sold Gained Story Award: Hero of the Welcomers Hero of the Welcomers. Working alongside the Welcomers – Phlan's thieves‐turned‐freedom fighters – you rid the town of its evil dragon overlord. The Welcomers are forever in your debt. Inside Phlan, you enjoy a Comfortable lifestyle without any expense. Used 1x Potion of Invulnerability 1x Spell Scroll of Spirit Shroud
Reliquary Level 13 Bastion Facility 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. 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 Sacristy Level 9 Bastion Facility 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. Greenhouse Level 9 Bastion Facility Prerequisite: None Space: Roomy [16 sq] Hirelings: 1 Order: Harvest A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate. Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it. Harvest Options. When you issue the Harvest order to this facility, choose one of the following options: Harvest: Healing Herbs. You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money. Harvest: Poison. You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money. Smithy Level 5 Bastion Facility 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.