Adventure Logsheet
Race: (Tasha's Customizing Origin) Variant Human Alignment: Neutral Good Size: Medium Speed: 30 Language: Common, Dwarvish, Draconic Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of your choice. Versatile. You gain an Origin feat of your choice (see "Feats"). Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ... Ability Scores: Str: 8 Dex: 13 (+1) Con: 14 Int: 15 (+2) Wis: 12 Cha: 10 Class: Wizard, School of Conjuration Level 1: Spellcasting As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. Level 1: Ritual Adept You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way. Level 1: Arcane Recovery You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest. Proficiencies Armor: None Weapons: Simple weapons Tools: None Saving Throws: Intelligence and Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature or Religion Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Background: Archeologist Feature: Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. Skill Proficiencies: History, Religion Origin Feat: Alert You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition. Tool Proficiencies: Cartographer's tools or navigator's tools Languages: One of your choice (replaced with both tool proficiencies) Equipment: A wooden case for maps, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp Spells/Level learned from Wizard's list: 1. Detect Magic, Find Familiar, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter 2. Comprehend Languages, Fog Cloud 3. Misty Step, Web 4. Knock, Tasha's Mind Whip 5. Hypnotic Pattern, Summon Shadowspawn 6. Counterspell, Leomund's Tiny Hut 7. Evard's Black Tentacles, Polymorph 8. Dimension Door, Otiluke's Resilient Sphere 9. Teleportation Circle, Wall of Force 10. Steel Wind Strike, Bigby's Hand 11. Disintegrate, Scatter 12. Summon Fiend, Tasha’s Bubbling Cauldron 13. Crown of Stars, Mordenkainen's Magnificent Mansion 14. Reverse Gravity, Simulacrum Alastor's Spellbook Cantrips Formulas: Fire Bolt, Ray of Frost, Mage Hand, Mending, Prestidigitation 1st Level: Comprehend Languages, Detect Magic, Find Familiar, Fog Cloud, Mage Armor, Magic Missile, Shield, Tasha's Hideous Laughter Copied: Alarm, Absorb Elements, Feather Fall, Identify, Illusory Script, Longstrider, Protection from Evil and Good, Tenser's Floating Disk, Unseen Servant, Thunderwave 2nd Level: Knock, Misty Step, Tasha's Mind Whip, Web Copied: Arcane Lock, Arcane Vigor, Augury, Blindness/Deafness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Hold Person, Invisibility, Levitate, Magic Mouth, Mirror Image, Nystul's Magic Aura, Rime's Binding Ice, Rope Trick, See Invisibility, Skywright 3rd Level: Counterspell, Hypnotic Pattern, Leomund's Tiny Hut, Summon Shadowspawn Copied: Clairvoyance, Dispel Magic, Fireball, Fly, Galder's Tower, Haste, Intellect Fortress, Lightning Bolt, Magic Circle, Major Image, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Speak with Dead, Summon Fey, Summon Undead, Tiny Servant, Tongues, Water Breathing 4th Level: Dimension Door, Evard's Black Tentacles, Otiluke's Resilient Sphere, Polymorph Copied: Banishment, Divination, Fire Shield, Galder's Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Raulothim's Psychic Lance, Stoneskin, Summon Aberration, Summon Construct,Watery Sphere 5th Level: Steel Wind Strike, Bigby's Hand, Teleportation Circle, Wall of Force Copied: Animate Objects, Circle of Power, Cone of Cold, Conjure Elemental, Far Step, Hold Monster, Legend Lore, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Summon Dragon, Telekinesis 6th Level: Disintegrate, Scatter, Summon Fiend, Tasha’s Bubbling Cauldron Copied: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing 7th Level: Crown of Stars, Mordenkainen's Magnificent Mansion, Reverse Gravity, Simulacrum Copied: Forcecage, Plane Shift, Sequester, Teleport
Teilnehmer: (1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1 Loot: 70gp 2x Potion of Healing (verbraucht während des Abenteuers) 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. Book Club (Flail +1) Weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. A book of the animated library that has become detached. It still hangs on the broken chain that holds it. (It functions as a +1 flail). The book is entitled Martial Attack Techniques. Character changes: Level up - Wizard level 2 Spells known: Comprehend Languages, Fog Cloud Level 2: Scholar While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Teilnehmer: (2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none (2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none (2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction (1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none (3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none Loot: 100gp Helm of Comprehending Languages Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. Spell Scroll: Feather Fall, bought for 25gp on sale Character changes: Level up - Wizard level 3 Spells known: Misty Step, Web Level 3: Conjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. Level 3: Minor Conjuration Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
Adventure Logsheet
*** DM ENTRY ***
Reward: Price: 10 hours ... 2500gp Wand of Fireballs Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand 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. Notes: Spellcaster, Damage, Combat
Charakter Changes: Level up - Wizard level 4 ASI - Feat: Keen Mind General Feat (Prerequisite: Level 4+, Intelligence 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20. Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Quick Study. You can take the Study Action as a Bonus Action. Spells known: Knock, Tasha's Mind Whip
*** PURCHASE ENTRY ***
Buying: 1x Pearl worth 100gp (Identify component) 2x Potion of Healing (2d4+2) each worth 50gp 5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components) Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp
Adventure Logsheet
Teilnehmer: (4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper (3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none (3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none (3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none (2) Frederic T. - Zorro - Human - Fighter 2 - none Loot: 375gp 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. Ring of Swimming Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. Consumables expended: 2x Potion of Healing (2d4+2)
Teilnehmer: (4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper (3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance (4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers (4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none (4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none Loot: Bag 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. Notes: Utility, Container Charakter Changes: Level up - Wizard level 5 Spells known: Leomund's Tiny Hut, Summon Shadowspawn Level 5: Memorize Spell Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
*** PURCHASE ENTRY ***
Spell Scrolls: 1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp) 2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp) 3rd Level: Dispel Magic, Haste (2x300gp) Total: 1275gp Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp 1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)
Adventure Logsheet
Teilnehmer: (5) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 5 - Harpers (6) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 6 - none (6) Kiri - Wisteria Groveheart - Winter Eladrin - Circle of Spores Druid 6 - none (10) Flammenklinge - Lilly - Fairy - Warlock: Archfey 2 / Sorcerer: Shadow 8 - none (8) Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 8 - none Loot: 1650gp 1x Spell Scroll: Clairvoyance 1x Spell Scroll: Greater Restoration ... Radiance Wand, uncommon (requires attunement by a spellcaster) Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. 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. 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. Charakter Changes: Level up - Wizard level 6 Level 6: Benign Transportation. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Spells known: Counterspell, Hypnotic Pattern
Teilnehmer: (6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers (6) Jannis D. - Benny - Human - Draconic Sorcerer 6 (6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter (6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers (5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper Loot: 2500gp ... 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. ... Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. ... Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. ... Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. ... Story Award: Grateful Grippli Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library. In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on. Charakter Changes: Level up - Wizard level 7 Spells known: Evard's Black Tentacles, Polymorph
*** PURCHASE ENTRY ***
1x Diamond (Revivify component) worth 300gp 2x Potion of Greater Healing (4d4+4) worth 100gp each
Adventure Logsheet
Teilnehmer: (10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4 (7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers (8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8 (7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7 (9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9 Loot: 56.035gp 1x Potion of Greater Healing (4d4+4) 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. 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. Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends Snarla's Spellbook: * 1st Level: Magic Missile, shield, thunderwave * 2nd Level: mirror image, web * 3rd Level: displel magic, fear, stinking cloud Chain Mail +1 Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs 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. 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. Stone of Good Luck Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it) Armor of Vulnerability Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. (!) You gain a permanent +1 bonus to AC and saving throws. Quest Objective: Whelm Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. Charakter Changes: Level up - Wizard level 8 ASI - Feat: Observant General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. Quick Search. *You can take the Search Action as a Bonus Action. *Spells known: Dimension Door, Otiluke's Resilient Sphere
*** PURCHASE ENTRY ***
Spell Scrolls: 1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp) 2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp) 3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp) 4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp) Total: 6.625gp Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp [Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]
Teilnehmer: (8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers (9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none (8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1 (5) Eklan - Weed - Aasimar - Moon Druid 5 -none (8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none Loot: 1.380gp 1x Spell Scroll: Teleport 1x Potion of Watchful Rest 1x Potion of Greater Healing (4d4+4) 1x Potion of Superior Healing (8d4+8) Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. Story Awards: Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.
Adventure Logsheet
Teilnehmer: (8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none (9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0 (9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1 (8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers (7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none Loot: 4.000gp 20x Silvered Arrows 1x Silvered Rapier 1x Potion of Greater Healing (4d4+4) 1x 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. Demon Skin Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. Iggwilv's Horn Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Tasha's Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Bracers of Defense Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Longtooth - Giant Slayer Shortsword Weapon (shortsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. Folding Boat Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Periapt of Proof against Poison Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. Consumables expended: 2x Potion of Greater Healing (4d4+4) 1x Potion of Superior Healing (8d4+8) Charakter Changes: Level up - Wizard level 9 Spells known: Teleportation Circle, Wall of Force
*** DM ENTRY ***
Reward: Price: 20 hours ... Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Teilnehmer: (9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers (8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none (8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8 (10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none Loot: 5.000gp Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 - 2d4 3 - 2d6 2 - 5d4 1 - 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Consumables expended: 2x Potion of Greater Healing (4d4+4) Charakter Changes: Level up - Wizard level 10 Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Spells known: Steel Wind Strike, Bigby's Hand
Adventure Logsheet
*** DM ENTRY ***
Reward: Price: 40 hours ... Repeatable Reward 2024: 50th Anniversary, version 1.1 50.000gp Rare Potions: 2x Invulnerability, 3x Heroism
*** PURCHASE ENTRY ***
Spell Scrolls: 2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp) 3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp) 4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp) 5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp) Total: 13.300gp Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp ... 1x Ritual Spellbook, 25gp 1x High Magic Spellbook, 25gp 1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)
Teilnehmer: (6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft (10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers (8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none (10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none Loot: 12.360gp Spell Scrolls: Detect Magic, Stone Shape 1x Elixir of Health 1x Potion of Invisibility 1x Potion of Clairvoyance 1x Dust of Disappearance 1x Potion of Hill Giant Strength 1x Dried Heart The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti. ... Longsword +1 of Plant Slaying The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Animal Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: * Animal friendship (save DC 13) * Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower * Speak with animals Berserker Axe +2 Weapon (battleaxe), very rare (requires attunement) The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Ring of Fire Resistance Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type. Bracers of Defense Wondrous, Requires Attunement While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Gloves of Missile Snaring Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Amulet of Protection from Turning Wondrous item, rare (requires attunement) While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. Bracelet of Rock Magic Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Eagle Whistle Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand 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. Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise. Balance of Harmony Wondrous item, uncommon This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. Mirror of the Past Wondrous item, rare The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn. Periapt of Wound Closure Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Rod of the Pact Keeper, +1 Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Adventure Logsheet
*** PURCHASE ENTRY ***
Spell Scrolls: 1st Level: Illusory Script (1x75gp) 2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp) 3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp) 4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp) 5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp) Total: 7.725gp Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp Downtime: 21 ... 1x Gilded Flower, worth 300 gp (Summon Fey) 1x Gilded Skull, worth 300 gp (Summon Undead) 1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration) 1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct) 1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)
Teilnehmer: (10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers (10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None (8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1 (9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None (10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None Loot: 1755gp Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing. Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature. Consumables expended: 2x Potion of Greater Healing (4d4+4)
Teilnehmer: (10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers (9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none (10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon (10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft. Loot: 3000gp 2x Potion of Greater Healing (4d4+4) Iron Bands of Bilarro Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Censer of Controlling Air Elementals Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. Zikran's Spellbook Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level: detect magic, identify, mage armor, magic missile 2nd level: detect thoughts, mirror image, misty step 3rd level: counterspell, fly, lightning bolt 4th level: banishment, fire shield, stoneskin 5th level cone of cold, scrying, wall of force, conjure elemental 6th level: globe of invulnerability 7th level: teleport 8th level: mind blank 9th level: time stop Consumables expended: 1x Potion of Greater Healing (4d4+4) 1x Gems worth 1000gp
Adventure Logsheet
*** DM ENTRY ***
Teilnehmer: (10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV (8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8 (10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10 (7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault (10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10 ... DM Reward "as if you were a player" Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818 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. 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.
*** TRADE ENTRY ***
Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478] Berserker Axe, +2 > Spear of Backbiting Giving: Berserker Axe +2 Weapon (battleaxe), very rare (requires attunement) The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Receiving: Spear of Backbiting Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
*** PURCHASE ENTRY ***
Buying: 5x Potion of Supreme Healing, for 5.000gp each Mundane Items: 10x Antitoxin, for 50gp each 2x Caltrops, for 1gp each 1x Healer's kit, for 5gp 1x Ink, for 10gp 1x Ink pen, for 2cp 5x Oil, for 1sp each 500x Paper, for 100gp total 10x Perfume, for 5gp each
Adventure Logsheet
Teilnehmer: (10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran (10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers (9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9 (10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers (9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1 Loot: 24.450gp 1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons 1x Residence in Ravenpeak 1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration ... Charm of the Traveler's Haven This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you. This Tiny Hut has the shape of a small tree with a protective canopy of leaves. Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross). Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. ... Polymorph Blade Weapon (scimitar), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form. ... Blade of the Medusa Weapon (shortsword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. ... Galder's Bubble Pipe Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast Fog Cloud as an action (1 charge). You can cast Misty Step as a bonus action (2 charges). You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe. ... Heward's Hireling Armor Armor (leather), very rare (requires attunement) A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a 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. ... Gambler's Blade Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. ... Leather Golem Armor Armor (leather), rare (requires attunement) Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. ... Manual of Golems (1x Flesh & 1x Iron) Wondrous Item, very rare This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. Golem Time Cost Manual of Clay Golems 30 days 65,000 GP Manual of Flesh Golems 60 days 50,000 GP Manual of Iron Golems 120 days 100,000 GP Manual of Stone Golems 90 days 80,000 GP To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. Notes: Creation, Consumable ... Boots of Striding and Springing Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. ... Apparatus of Kwalish (10 Person Capacity) Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. ... Folding Boat Wondrous Item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Notes: Movement, Utility, Exploration ... Wings of Flying Wondrous item, rare (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. ... Tan Bag of Tricks Wondrous Item, Uncommon This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. ... 1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases ... Robe of the Archmagi (White) Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2. Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear Consumables expended: 3x Potion of Supreme Healing (10d4+20)
Teilnehmer: (10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault (5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault (10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10 (10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers Loot: 5.150gp 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 Potion of Supreme Healing (10d4+20) Golden Vault Reward: Ring of Force Resistance Ring, Rare You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.
Charakter Changes: Level up - Wizard level 14 ... Spells known: Level 11. Disintegrate, Scatter Level 12. Summon Fiend, Tasha's Bubbling Cauldron Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion Level 14. Reverse Gravity, Simulacrum ... ASI - Feat 12th Level: War Caster General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. ... Level 14: Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Adventure Logsheet
Teilnehmer: (16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance (14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper (16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2 (16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10 (16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1 Loot: 20.000gp 1x Potion of Superior Healing 1x Potion of Fire Breath Dread Helm Wondrous item, minor tier, common This fearsome steel helm makes your eyes glow red while you wear it. Aegis of the Raven Queen (Shield, +3) Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. Story Award: Story Award: Grosvenson? With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.
*** PURCHASE ENTRY ***
Copying Spells into the Spellbook 6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp) 7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp) Total: 3200gp Downtime: 20 ... 4x Potion: Superior Healing (8d4 + 8), 1.000gp each 1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron) 1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency) 1x Powdered ruby worth 1.500 gp (Simulacrum) 1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion) 25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]
Contingency Level 6 - Abjuration Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person. ... Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me Effect: Cast Otiluke's Resilient Sphere ... Otiluke's Resilient Sphere Level 4 - Evocation Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside. Simulacrum 7th-Level Illusion Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp) Duration: Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed. Consumable expended: 1x Powdered ruby worth 1.500 gp
Adventure Logsheet
Teilnehmer: (16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers (14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper (16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave (16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet (16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision Loot: Staff of Frost Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. [Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice] Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed. Cape of the Mountebank Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn. Consumables expended: 1x Potion of Heroism 1x Potion: Superior Healing (8d4 + 8) 1x Potion: Supreme Healing (10d4+20) Spellcasting: Simulacrum: destroyed Contingency: activated
Teilnehmer: (13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG (16) Marcelinho700 - Thorin - Aasimar - life cleric 16 (14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper (16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11 Loot: 20.000gp 1x Dust of Disappearance Cli Lyre of the Bards Wondrous Item, Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall
Teilnehmer: (16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court (16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14 (14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper (16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault Loot: 10.000gp 5x Potion of Superior Healing (8d4+8) 1x Potion of Mind Reading Quaal's Feather Token (Bird) Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. ... Gloves of Soul Catching (DESTROYED) Source: Candlekeep Mysteries Wondrous item, legendary (requires attunement) Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
Adventure Logsheet
*** DM ENTRY ***
Teilnehmer: (12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none (16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers (13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet (16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara (11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet Playtime: No Time Rewarded: As if you were a Player Loot: 48.730gp 1x Potion of Fire Resistance ... Rope of Entanglement Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Instrument of the Bards (Cli Lyre) 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, stone shape, wall of fire, wind wall Adventure Rewards: For the Golden Vault Arcane Grimoir, +3 Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Teilnehmer: (14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper (16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance (16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none (16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers (16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault Loot: 8.110gp 2x Potion of Superior Healing (8d4+8) ... Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Crystal Ball of True Seeing Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Cards: 4x Blue Cards 3x Purple Cards 2x Red Cards 2x Yellow Card 3x Platinum Cards 1x Green Cards 2x Security Uniforms Session 1 5x gems worth 50 gp each (250gp) 3x Bracelets of Spotless Metal 750gp each (2250gp) "Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points." 2x gems worth 450 gp and 125 gp (575gp) 20x plastic-encased diamonds worth 100 gp each. (2000gp) 6x crystal flasks filled with priceless liquors 1x a platinum figurine commendation worth 1,000 gp 4x rings worth 600 gp each (2400gp) 2x bracelets worth 200 gp and 150 gp (350gp) 1x jeweled necklace worth 800 gp 4x gems worth 100 gp each (400gp) 2x topaz eyes are each worth 500 gp (1000gp) 2x Needler Pistol 1x Needler Pistol (10/10) 5x Laser Pistol 3x Laser Pistol (15/50 Shots) 2x Laser Rifle 1x Antimatter Rifle 1x Robot Controller 1x [Paralysis Pistol] 14x Sleep Grenade 16x Concussion Grenade 1x Powered Armor 1x Fully Charged Powered Armor 95x Energy Cells 3x Potion of Greater Healing 3x Restorative Ampules "If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1." 1x Healers Kit 3x Vials of Acid 1x Alchemists Fire 1x Dust of Sneezing and Choking 3x Antitoxin
Adventure Logsheet
Spells planned from Spellbook/Scroll drops: 8th Level: Mind Blank (400gp) 9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp) Total: 2.650gp Downtime: 12