Adventure Logsheet
Race: (Tasha's Customizing Origin) Variant Human Alignment: Neutral Good Size: Medium Speed: 30 Language: Common, Elvish Feat. You gain one feat of your choice for which you qualify. Inspiring Leader (Source: Player's Handbook) Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. Variable Trait. You gain Proficiency in one skill of your choice. ... Ability Scores: Str: 8 Dex: 13 (+1) Con: 14 Int: 12 Wis: 10 Cha: 15 (+1) AL - Level 1 Feat: Magic Initiate or Tough or Skilled Class: Bard, College of Lore Spellcasting. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Cantrips. You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spells Known of 1st Level and Higher. You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag. Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. ... Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of your choice Saving Throws: Dexterity, Charisma Skills: Choose any three (Deception, Performance, Persuasion) Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, (b) a longsword, or (c) any simple weapon (a) a diplomat's pack or (b) an entertainer's pack (a) a lute or (b) any other musical instrument Leather armor and a dagger Background: Faction Agent (Tasha's Customizing Background) 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. Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction (Investigation) Tool Proficiencies: Thieves' Tools Languages: One of your choice Equipment: The badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp
Teilnehmer: (1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 (2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 (1) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1 (2) happy- RTFM - Autognome - Artificer 2 (1) Brennjie - Lyra - High Elf - Paladin 1 (2) Joscho - Danis Licast - Moon Druid 2 Loot: 120gp Back of Holding Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Charakter Changes: Multiclassing Level up - Sorcerer: Divine Soul 1 Divine Magic. Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity (Bless). It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. Favored by the Gods. Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. Golden Vault Reward: Instrument of the Bards - Fochlucan bandore Wondrous item, rarity varies (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Entangle, Faerie Fire, Shillelagh, Speak with Animals
Teilnehmer: (2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault (2) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 1/Sorcerer: Divine Soul1 - Golden Vault (2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault (1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault (2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault Loot: 750gp Rapier +1 Melee Weapon (Martial, Sword) Category: Items, Damage: 1d8, Damage Type: Piercing Item Rarity: Standard, Properties: Finesse, Weight: 2 Charakter Changes: Level Up - Bard: College of Lore 2 Jack of All Trades. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Song of Rest. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Magical Inspiration (Optional). At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. Golden Vault Reward: Goggles of Night Wondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Notes: Sense: Darkvision, Detection, Eyewear
Adventure Logsheet
Teilnehmer: (3) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 2/Sorcerer: Divine Soul1 - Golden Vault Loot: 1.980gp 1x Potion of Healing (2d4 + 2) 1x Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Potion of: Gaseous Form, Oil of Slipperiness, Assassin's Blood (Poison) Spell Scrolls: Arms of Hadar, Bane, Dimension Door, Crown of Madness, Sleep and Armor of Agathys Spellbook 1: Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mage Armor, Misty Step, Tasha’s Hideous Laughter, Unseen Servant Spellbook 2: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion. Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Notes: Buff, Movement, Jewelry Wand of Magic Missiles Wand, uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. Charakter Changes: Level Up - Bard: College of Lore 3 Bonus Proficiencies. When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. (Arcana, Religion, Stealth) Cutting Words. Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. Expertise. At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Arcana, Performance) At 10th level, you can choose another two skill proficiencies to gain this benefit. Golden Vault Reward: Winged Boots Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Teilnehmer: (4) Bramymond - Sorin Windsdale - Variant Human - Bard: College of Lore 3/Sorcerer: Divine Soul1 - Golden Vault (4) C0ldW0lf - Zephyr - Custom Lineage (Changeling) - Artificer 1/Illusionist Wizard 3 - Golden Vault (4) Ebon - Brother Luther- Variant Human - Twilight Cleric 4 - Golden Vault Loot: 1.575gp 1x Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Mithral Half plate Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. Charakter Changes: Level up - Bard: College of Lore 4 ASI: Charisma+2 Bardic Versatility (Optional). Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic: Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise. Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list. Golden Vault Reward: Elven Chain Armor (chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Notes: Bonus: Armor Class, Proficiency: Self, Combat, Warding
Teilnehmer: (5) Bramymond - Sorin Windsdale - V.human - Bard: College of Lore 4/Sorcerer: Divine Soul 1 - Golden Vault (5) Kiri - Wex - Half-Goblin/Sea-elf(TCL) - Drakewarden ranger 5 (5) Raimundo_O - Marinus - Plasmoid - Fighter 2 Warlock 3 - none (5) Arikatzi020 - Yūgure - Human (Variant) - Twilight Domain Cleric 1, Way of Shadow Monk lvl 4 (6) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 6 - Emerald Enclave Loot: 5360gp (1072gp/Person) ... 6x Healer's Kit 10x Potion of Healing (2d4+2) 1x Spell Scroll: Magic Weapon 2x Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for four uses. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Potion of Hill Giant Strength Potion, uncommon 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 giant of the appropriate type. Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Stone of Good Luck (Luckstone) Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Consumables expended: 1x Dust of Disappearance Charakter Changes: Level up - Bard: College of Lore 5 Font of Inspiration. Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Golden Vault Reward: Staff of Charming Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
Adventure Logsheet
Teilnehmer: (6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault (9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8 (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault (7) Folk2K - Gisele - TCL - Ranger3 Druid4 - Golden Vault (5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - Golden Vault Loot: 6.320gp (1.264gp/Person) ... Necklace of Fireballs Wondrous Item, rare This necklace has 1d6 + 3 [7] beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Notes: Damage, Combat, Jewelry Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Lantern of Revealing Wondrous Item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Notes: Detection Necklace of Prayer Beads Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. [1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk] Consumables expended: 1x Dust of Disappearance 1x Potion of Healing (2d4+2) Charakter Changes: Level up - Bard: College of Lore 6 Additional Magical Secrets. At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. Golden Vault Reward: Rhythm-Maker's Drum +2 Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Teilnehmer: (7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge 6 - Golden Vault (8) Flammenklinge – Goblinslayer– Autognom – Battle Smith Artificer 8 – Golden Volt (7) Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 - none Loot: 1000g 6x Crossbow Bolts, +2 Instrument of the Bards - Canaith mandolin Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only) Returned to original owner Charakter Changes: Level up - Bard: College of Lore 7 Access to 4th Level Spells Golden Vault Item of Choice: Glamoured Studded Leather Armor (light, studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 13 + Dex modifier Weight: 13
Teilnehmer: (8) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 7 - Golden Vault (8) Ineverexist - Robin "tweet" Greyward - Kenku - Colege of Lore Bard 8 - Golden Vault (7) JinxedBear - Michael Meerbusen AKA "Frostnips" - Human (Tiefling) - School of Evocation Wizard 7 - none (7) Eike R - Rasna - Halforc - Ranger 5 / Cleric 2 - none (7) Marcelinho700 - Nadarr Myastan - Dragonborn - Champion Fighter 7 - none Loot: 22.400gp (4.480gp/Person) Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection Spell Scroll of Sequester Scroll, very rare Save DC 18, Attack Bonus +10 5x Acid Vials 1x Potion of Water breathing 1x Potion of Animal Friendship 1x Potions of Greater Healing (4d4+4) 2x Potions of Resistance (Fire & Poison) ... Scale Mail +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Shortsword +1 Weapon (shortsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Battleaxe +1 Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Gloves of Thievery Wondrous item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Charakter Changes: Level up - Bard Level 8 ASI - Charisma (CHA+2) Golden Vault Reward: Portable Hole Wondrous Item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Notes: Utility, Container
Adventure Logsheet
Teilnehmer: (9)Kiri - Vayle Cassalanther - VHuman - Arcane trickster rogue 9 - Golden Vault (9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault (6) Shinigami/Max - Fate2 - Autognome - Peace1/Diviner5 - Golden Vault (8) Madlech - Claw - Shifter - Path of the Totem Warrior 8 Loot: 10.452gp (2.613gp/Person) ... Edino's Spellbook This spellbook contains the following spells: Cantrips: fire bolt, light, mage hand, prestidigitation 1st Level: alarm, detect magic, mage armor, magic missile, shield 2nd Level: arcane lock, detect thoughts, misty step, suggestion 3rd Level: counterspell, fireball, fly, glyph of warding 4th Level: dimension door, greater invisibility, ice storm 5th: cone of cold Consumables expended: 1x Diamond, worth 100gp (Revivify - Vayle Cassalanther) Golden Vault Reward: XXX
*** PURCHASE ENTRY ***
Buying: 3x Potion of Greater Healing (4d4+4), 500gp each 3x Diamonds (Revivify component), 300gp each 1x Spell Scroll: Catnap, 300gp 1x Spell Scroll: Rary's Telepathic Bond, 1000gp 1x Spell Scroll: Greater Restoration, 1100gp
Teilnehmer: (9) Deringston Xa'thon - Gnurlan Menthril - Forest Gnome - Evocation Wizard 9 (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault (9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge 9 - Golden Vault Loot: 10.000gp (2.500gp/Person) 5x 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. Battleaxe +1 Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Shield +1 Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. 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. Necklace of Fireballs Wondrous item, rare This necklace has 1d6 + 3 (7) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Dragon Scale Mail (Red) Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. Story Award: Jhaeros's Favor. If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you. Jalynvyr Nir'Thinn Favor. Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. (2x rare consumable) Consumables expended: 1x Diamond, worth 100gp (Revivify - Eoin, "Red Mist") Charakter Changes: Level up - Bard: College of Lore 9 Song of Rest (d8). Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Golden Vault Reward: Atlas of Endless Horizons Source: Tasha's Cauldron of Everything Wondrous item, rare (requires attunement by a wizard) This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: * If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. * When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Adventure Logsheet
*** PURCHASE ENTRY ***
Buying: 2x Spell Scroll: Raise Dead (includes diamond), worth 1.500gp
Teilnehmer: (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 9 - Golden Vault (10) Marcelinho700 - Pan - Half-Orc - Path of the Totem Barbarian 8 / Fighter 2 - 60ft Darkvision (10) C0ldW0lf - Corellius - TCL (Aasimar/Tiefling) - Paladin 6/Sorcerer 4 (10) WasabiPrime - Ticktock - Faerie - Warlock 2 / Wizard 8 - none Loot: 4,500 gp 1x Potion of Greater Healing Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Mithral Armor (Chainmail) Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Silvered Greatsword +3 Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. Decanter of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Silver Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons Story Award: Mysterious Equation. You learn a new language of your choice. Consumables expended: 1x Spell Scroll: Raise Dead (includes diamond), worth 1.500gp Golden Vault Reward: xxx
Starting Class: Sorcerer - Divine Soul Saving Throws: Constitution, Charisma Tool Proficiencies: None ... Multiclassing into: Bard - College of Lore Armor: Light armor Tools: One musical instrument of your choice Skills: One skill of your choice