Jennifer Fortescue
☐ Javelin of Lightning,
☐ Talking Doll,
☐ Dwarven Plate,
☑ Adamantine Plate (Uncommon),
☐ Bracers of Archery,
☐ Story Award: Friend on the Black Road,
☐ Driftglobe,
☐ Book Club (Flail +1),
☐ Bag of Holding,
☐ Wand of Secrets,
☐ Sentinel Shield,
☐ Goggles of Night,
☐ Illuminator´s Tattoo,
☐ Vilros' Favorite Boots (Boots of Elvenkind),
☐ Blackztaff (Unbreakable Staff of the Python,
☐ Spellwrought Tattoo (Revivify),
☐ Potion of Invisibility,
☐ Potion of PoisonPotion,
☐ Helm Of Telepathy,
☐ Wand of Magic Detection,
☐ Wand of Secrets,
☐ Weapon of Warning (SPEAR),
☐ Longsword +1,
☐ Javelin of Lightning,
☐ Rapier +1,
☐ Wand of Paralysis,
☐ Cloak of Protection,
☐ Shield +2,
☐ Scimitar of Speed,
☐ Cloak of Elvenkind,
☐ Deck of Illusions,
☐ Hearth of the Wyrm "Orb of Direction",
☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses),
☐ Enchanted Silver Dragon Scale "Periapt of Wound closure"
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2024-07-16 19:00 | CCC-GSP01-01 A Dragon’s Breath | 0 | 80 | 10 | Show | |||
STORY AWARD: Five-Leaf Clover Initiate A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group. A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand. The flame can provide dim light within 5 feet of you. Instrument of the Bards, Mac-Fuirmidh Cittern 2 lb. 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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
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2024-09-20 15:59 | Adaption to 2024 Rules | 0 | 0 | 0 | Show | |||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 1 | 1773.5 | 10 | ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection | Show | ||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-12-31 17:30 | FR-DC-CHROME THE CHROMI CONCLAVE | 0 | 100 | 10 | ☐ Hearth of the Wyrm "Orb of Direction", ☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses), ☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" | Show | ||
== Players == Loot ==Story Award: Wyrmageddon == Story Award: Scaled Friend |
Date Played | Adventure Title | Tier | Session | ACP ▼ | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2024-07-16 19:00 | CCC-GSP01-01 A Dragon’s Breath | 10 | Show | |||||
STORY AWARD: Five-Leaf Clover Initiate A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group. A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand. The flame can provide dim light within 5 feet of you. Instrument of the Bards, Mac-Fuirmidh Cittern 2 lb. 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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
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2024-09-20 15:59 | Adaption to 2024 Rules | 0 | Show | |||||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 10 | Show | |||||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-12-31 17:30 | FR-DC-CHROME THE CHROMI CONCLAVE | 10 | Show | |||||
== Players == Loot ==Story Award: Wyrmageddon == Story Award: Scaled Friend |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2024-07-16 19:00 | CCC-GSP01-01 A Dragon’s Breath | 80 | 10 | Show | ||||
STORY AWARD: Five-Leaf Clover Initiate A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group. A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand. The flame can provide dim light within 5 feet of you. Instrument of the Bards, Mac-Fuirmidh Cittern 2 lb. 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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
||||||||
2024-09-20 15:59 | Adaption to 2024 Rules | 0 | 0 | Show | ||||
== CLASS Fighter Level 2 Class Features SKILLS CHOSEN = Athletics Animal Handling Fighting Style 1st level You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. Second Wind 1st level You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. Weapon Mastery (3 Choices) 1st level Longsword (Sap) Light Crossbow (Slow) Javelin (Slow) Action Surge 2nd level Tactical Mind 2nd level == BACKGROUND (Expanded Rules!) Knight of the Order Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause. Skill Proficiencies: Persuasion + History Knightly Regard (Background Feature) == SPECIES Aasimar Aasimar Traits Aasimar Details: Healing Hands Light Bearer Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. == ATTRIBUTES Point Buy: Points Remaining 0/27 Strength 15 - Total: 16 Ability Score Increases [_]Increase three scores (+1 / +1 / +1) Charisma Score == Starting Equipment: Not utilized during Rebuild. Origin Feat due to none in Background: Tough |
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2024-09-22 19:00 | DDHC-QftIS-01 Lost City | 1773.5 | 10 | ☐ Potion of Invisibility, ☐ Shield +2, ☐ Scimitar of Speed, ☐ Cloak of Elvenkind, ☐ Deck of Illusions, ☐ Potion of PoisonPotion, ☐ Helm Of Telepathy, ☐ Wand of Magic Detection, ☐ Wand of Secrets, ☐ Weapon of Warning (SPEAR), ☐ Longsword +1, ☐ Javelin of Lightning, ☐ Rapier +1, ☐ Wand of Paralysis, ☐ Cloak of Protection | Show | |||
Items: 20x crossbow bolts Charm of Heroism 60x fireworks 1x Healing honey (1d4+1) Potion of Invisibility Potion of Poison Helm Of Telepathy Wand of Magic Detection Wand of Secrets Weapon of Warning Longsword +1 Javelin of Lightning Rapier +1 Wand of Paralysis Cloak of Protection === HARD MODE === Shield +2 Scimitar of Speed Cloak of Elvenkind Deck of Illusions Playing Card Illusion |
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2024-12-31 17:30 | FR-DC-CHROME THE CHROMI CONCLAVE | 100 | 10 | ☐ Hearth of the Wyrm "Orb of Direction", ☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses), ☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" | Show | |||
== Players == Loot ==Story Award: Wyrmageddon == Story Award: Scaled Friend |