Adventure Logsheet
Race: (Player's Handbook 2024) Wood Elf Alignment: Neutral Good Size: Medium Speed: 35 feet Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage). Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. ... Ability Scores: Str: 13 Dex: 15 (+2) Con: 12 Int: 8 Wis: 15 (+1) Cha: 8 Class: Ranger Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger 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 start, choose two level 1 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. If another Ranger 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 Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. Proficiencies Primery Ability: Dexterity and Wisdom Hit Dice Die: D10 per Ranger level Saving Throws Proficiencies: Strength and Dexterity Skill Proficiencies: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapons Proficiencies: Simple and Martial weapons Armor Training: Light and Medium armor and Shields Starting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Background: Wayfarer You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you. Ability Scores: Dexterity, Wisdom, Charisma Feat: Lucky Skill Proficiencies: Insight and Stealth Tool Proficiencies: Thieves’ Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
*** DM ENTRY ***
Reward: Price: 10 hours ... 500gp Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Bracers of Archery Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Charakter Changes: Level up - Ranger: Beast Master 2 Level 2: Deft Explorer Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in chapter 2. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Teilnehmer: (2) Stephan - Thar - Human - Wizard 2 -none (1) Arikatzi020 - Iris Laevigata - Fairy - Life Domain Cleric lvl 1 - EE (2) JinxedBear - Jon "McRibbs" Bone Jovi - Skeleton (Shadar-kai) - Rogue 1, Grave Domain Cleric 1 - Harpers (2) Yaidz - Nalgar Barriviir - Half-Drow (TCL) - Ranger 2 (2) Bramymond - Will - Halfelf - Ranger: Beast Master 2 - none (2) Claudia N. - Crih - Lizardfolk - Barde (2) (1) Cassiopeia - Zimmy - Lightfood Halfling - Rogue 1 - none Loot: Quest 1: The Meeting at Deepnight 200gp, 1x Potion of Healing Quest 2: The Screamsat Dawn 200gp, 1x Potion of Climbing, 1x Black Dragon Scale Shield Quest 3: The Dead at Highsun 150gp, Spell Scrolls: 1x Protection from Evil and Good, 1x Comprehend Languages Quest 4: A Shock at Evenfeast 150gp, 1x Potion of Healing Quest 5: The Danger at Dusk 150gp, 1x Potion of Healing ... Total: 850gp - Will's share: 150gp Charakter Changes: Level up - Ranger: Beast Master 3 Level 3: Primal Companion You magically summon a primal beast, which draws strength from your bond with nature. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin. The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die. The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action. Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
*** PURCHASE ENTRY ***
Selling: Leather Armor +5gp 2x Short Sword +10gp ... Buying: Breastplate -400gp Sling and Bullets (100) -1gp 4x Quiver of Arrows (80) -4gp 2x Potion of Greater Healing (4d4 + 4) -200gp
Teilnehmer: (3) Bramymond - Will - Halfelf- Ranger: Beast Master 3 - none Loot: 721gp, 65sp ... Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable Boots of Striding and Springing Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear Wand of Magic Missiles Wand, uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Notes: Set: Strength Score, Buff, Handwear Spider Staff Staff, rare (requires attunement) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Lightbringer Weapon (mace), uncommon This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. Dragonguard Armor (breastplate), rare This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. Charakter Changes: Level up - Ranger: Beast Master 4 ASI - Feat: Sharpshooter General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover. Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons. Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Teilnehmer: (4) C0ldW0lf - Levi - Eladrin - WM Sorcerer 3/Hexblade 1 - None (4) JinxedBear - Elias Magnus - Half Elf - Way of Mercy Monk 4 - Harpers (2) Yaidz - Huldan "Saxy Time" Wonderbeard - Mountain Dwarf - Bard 2 (3) Arikatzi020 - Siren Rishath al-Kaalith - Triton (Half Triton/Genasi) - Tempest Domain Cleric 3 - none (3) Bramymond - Will - Halfelf - Ranger: Beast Master 3 Loot: 250gp +1 Arrow (6x) Ammunition, uncommon - Minor tier 0,8 oz. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Charakter Changes: Level up - Ranger: Beast Master 5 Level 5: Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn.
Teilnehmer: (5) Bramymond - Will - Halfelf - Ranger: Beast Master 5 (5) OlDirtyDawg - Panthro - Tabaxi - Monk: Way of the Open Hand 5 - none (7) Stephan - Zylak - High Elf - Wizard (Evocation) 7 - none (5) happy - Kirogar - Duergar - Paladin (Oath of the Watcher) 5 - Order of the Gauntlet (6) Ineverexist - Milina Greyward - Kenku - Cleric Life Domain 6 (God: Ilmater) - none Loot: 3250gp 1x Spell Scroll of Haste 1x Potion of Greater Healing (4d4+4) Bracers of Defense Wondrous Item, Rare (Requires Attunement) These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Moon-Touched Longsword Weapon (Longsword), Common The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Consumables expended: 1x Potion of Greater Healing (4d4+4) Charakter Changes: Level up - Ranger: Beast Master 6 Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Teilnehmer: (10) Christian K. - Godfrey Gnomebutcher - Orc - Wizard 10 - Cloaks (6) Bramymond - Will Solace - Halfelf - Ranger: Beast Master 6 (10) KaNarlist - Ahsoka - Air Genasi Monk 6 / Fighter 4 (8) Raimundo_O- Massimiliano Messina- V. Human- Battlemaster Fighter 5 Gloomstalker Ranger 3- Harpers (5) Marcelinho700 - Thorin Eisenschild - Standard Human - Oath of Devotion Paladin 5 - none (8) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 8 - none Loot: 240gp pro Person 1x Potion of Cold Resistance 1x Spell Scroll: Greater Restoration 1x Spell Scroll: Contact Other Plane Googles of Night Wondrous item, uncommon These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder. 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. Wand of Winter Wand, rare (requires attunement) This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake. This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. Consumables expended: 3x Potion of Healing (2d4+2) 2x Potion of Greater Healing (4d4+4) Story Award: Uneasy Alliance. Damita Uthros is alive, and you “might” be allies. Bond of Fellowship. For each NPC, if at least half the characters with this legacy event have them crossed off, that NPC didn’t survive the last adventure and isn’t present to help. Characters who don’t have this legacy event gain it at the end of the adventure, noting those NPCs who are still alive. -none alive- Charakter Changes: Level up - Ranger: Beast Master 7 Level 7: Exceptional Training When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action. In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
Teilnehmer: (9) Frederic T. - Reed - Human - Fighter 1/Barbarian 8 - Faction: drunk (7) Bramymond - Will Solace - Halfelf - Ranger: Beast Master 7 (7) Folk2K- Aria - V-Human - Warlock/ Bard 7 - Golden vault (7) C0ldW0lf - Khazraxx - Lizardfolk - Paladin 6/Bard 1 - none (7) Raimundo_O - Llanfairpwllgwyn - Eladrin - Battlesmith Artificer 3 - War Wizard 4 - none Loot: 2.500gp Potion of Animal Friendship When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion of Growth When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Cloak of Displacement (Rare, Requires Attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Lasharra's Travelling Spellbook * 1st level: absorb elements, mage armor, magic missile, tenser’s floating disk, alarm * 2nd level: mirror image, misty step, shatter * 3rd level: counterspell, fireball, lightning bolt, water breathing, Leomund’s tiny hut. * 4th level: ice storm, stoneskin, greater invisibility * 5th level: Bigby’s hand, cone of cold, rary’s telepathic bond * 6th level: chain lightning, guards and wards Story Awards: Friend of Rashemen. You have earned the respect and regard of the Rashemi people by rescuing the Vremyonni and returning the wychlaran mask.You have advantageon all social checks with the people of Rashemen if they know your name and what you did. Durthan’s Curse. You have been marked by the evil Durthan. Any witch that survived this battle will be able scry you and will do so unless you take precautions to prevent it. If you are not able to prevent the scrying, your party will have disadvantage on all initiative checks in combats that involve one of these three Durthans or any of her minions. You are also at a disadvantage on stealth checks to surprise these Durthans or their minions. Charakter Changes: Level up - Ranger: Beast Master 8 ASI - Feat: Great Weapon Master General Feat (Prerequisite: Level 4+, Strength 13+) You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus. Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Loot: 66.000gp 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 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. 1x Potion of Flying 2x Potion of Heroism 2x Potion of Invulnerability 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 - Ranger level 9 Level 9: Expertise Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills. Consumables expended: 6x Magic Arrows (+1)
*** PURCHASE ENTRY ***
Selling: Breastplate +200gp Buying: 20x Arrows (2gp) 1x Crossbow Bolt Case (1gp) 100x Crossbow Bolts (5gp) Half plate (750gp) Warhorse, Bit and bridle, Military saddle, Barding (plate), Saddlebags, Wagon, Mastiff, Service belt (6.488gp) 2x Potion of Superior Healing (8d4+8) & 3x Potion of Greater Healing (4d4+4) for 1300gp 1x Spell Scroll: Revivify (includes diamond) 900gp 2x Spell Scroll: Greater Restoration (includes diamonds) 3000gp
Teilnehmer: (9) Bramymond - Will Solace - Halfelf - Ranger: Beast Master 9 (9) Folk2K- Aria - V-Human - Warlock3/ Bard 6 - Golden vault (9) Ineverexist - Milina Greyward - Kenku - Cleric Life Domain 9 - none (10) Flammenklinge- Ros´e -Fairy-Hexenmeister-Archfey - (2) - Schadow - Zauberer- (8) (8) Raimundo_O- Llanfairpwllgyn - Eladrin- Battlesmith Artificer 3 War Wizard 5 - Cloaks Loot: 1.000gp Amulet of Health (Wonderous Item, Rare, Requires Attunement) This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. Traveling Spellbook This is a typical traveling spellbook as described in the Player’s Handbook. It contains the following spells: 1st level: absorb elements, mage armor, magic missile, shield, charm person 2nd level: shadow blade, Mind Spike, hold person, suggestion 3rd level: counterspell, fireball, lightning bolt, haste 4th level: polymorph, greater invisibility 5th level: telekinesis, synaptic static, hold monster, scrying 6th level: chain lightning Consumables expended: 1x Potion of Heroism 1x Potion of Invulnerability Story Award: Knight of the Order of the Silver Dragon You have been anointed as a Knight of the Order of the Silver Dragon. You have sworn to the following oath. * To protect those that can’t protect themselves * To oppose evil wherever you find it * To seek a peaceful solution to all conflicts if possible. Good dragons across the lands that see your emblem will look favorably upon you ... Rashemi Regard. You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you. Fangjaw Citizen. You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. Charakter Changes: Level up - Ranger: Beast Master 10 Level 10: Tireless Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Teilnehmer: (10) Bramymond - Will Solace - Halfelf - Ranger: Beast Master 10 (9) RaimundoO- Llanfairpwllgyn - Eladrin- Battlesmith Artificer 4/War Wizard 5 - Cloaks (10) Folk2K- Aria - V-Human - Warlock4/ Bard 6 - Golden vault (10) Inever_exist - Milina Greyward - Kenku - Cleric Life Domain 9 - none (10) Flammenklinge - Ros´e -Fairy- Archfey Warlock - (2) - Schadow Sorcerer 8 Loot: 2.200gp 1x Potion of Greater Healing (4d4+4) 1x Potion of Invulnerability. For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. ... Belt of Hill Giant Strength (Wondrous Item, rare, requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Consumables expended: 1x Potion of Vitality 1x Potion of Heroism 1x Potion of Superior Healing Story Award: Fangjaws Nobility. (Requires that you are already a Fangjaws Citizen.) You have further served FangjawsHold and have been rewarded with nobility. From this point forward, you may purchase a house in the Little Moonsea district for 2000 GP and 20 downtime days. This also increases your lifestyle expenses by 1 GP. In addition, you may administer justice to the citizens of Fangjaws Hold. ... Rashemi Regard. (If you have the Enmity of Rashemen story award, both story awards get removed from your log sheet. Your deeds have earned forgiveness, but they did not earn both forgiveness and regard.) You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you. ... Honorary Wychlaran. (Requires that you have been awarded two counts of Rashemi Regard or Rashemi Regard and Friend of Rashemen in other adventures; Female spellcasters of good or neutral alignment only ) You have been accepted into the ranks of secretive Rashemi Witches known as Hathrans. From this point forward, you may enter the sacred Ashenwood, and other Rashemi will look upon you with respect and look to you for leadership. You have also been gifted with a spirit totem, and a mask of the wychlaran has been made for you in the shape of that spirit.
*** TRADE ENTRY ***
Aster Grünzweig [https://www.adventurersleaguelog.com/users/41558/characters/96175] Bracers of Defense > Bronze Griffon Figurine of Wondrous Power Giving: 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. Notes: Bonus: Unarmored Armor Class, Warding, Wristwear Receiving: 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.
Teilnehmer: (10) Bramymond - Will Solace - Halfelf - Ranger: Beast Master 10 (10) Ineverexist - Gor "Gator" Rok - Lizardfolk - Totem Barbarian 10 (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (9) Marcelinho700 - Dreyade - Standard Human - Circel of the Land Druid 9 - none (Import nachholen) (10) Arikatzi020 - Neve Elura - TCL (HalbTabaxi/Elf) - Ranger Beast Master lvl 10 - none Loot: 30.000gp Potions: Healing (2d4+2), Invisibility Spell Scroll: Feather Fall, Silence (used) Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. Flame Tongue Longsword Melee weapon (martial, longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.
Teilnehmer: (10) Bramymond - Will Solace - Wood Elf - Ranger: Beast Master 10 (10) SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.10 (10) Echo - Nat Mudnose - Hobgoblin - 6 Champion Fighter / 4 Rogue Thief - None (10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 - Hexblade Warlock 3 - Zhentarim Loot: 5.000gp 1x Spell Scroll: Hunger of Hadar Elemental Gem (Fire) Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +2 Rod of the Pact Keeper Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. 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. Consumables expended: 1x Potion of Superior Healing (8d4+8) 1x Spell Scroll: Greater Restoration
Teilnehmer: (7) Eike - Chiv - Eladrin - Fighter 1 / Archfey Warlock 6 - Golden Vault (10) Bramymond - Will Solace - Wood Elf - Ranger: Beast Master 10 (10) Stephan - Partina - Satyr - Bard (College of Lore) 10 - none. (10) Flammenklinge – Erannis Maerfete – Eladrin – Wildfire Druide 10 (7)Kiri - Old Man "Floating Cloud" - Goliath - Fighter 1/ Open hand Monk 6 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: Vicious Longbow Weapon (Longbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.