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 | ||
---|---|---|---|---|---|---|---|---|
2024-05-07 18:30 | FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) | 0 | 50 | 10 | ☐ Vilros' Favorite Boots (Boots of Elvenkind) | Show | ||
Vilros' Favorite Boots (Boots of Elvenkind) 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. Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant. |
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2024-06-08 19:51 | FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys | 0 | 30 | 10 | ☐ Blackztaff (Unbreakable Staff of the Python, ☐ Spellwrought Tattoo (Revivify) | Show | ||
== Players: Story Award: You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed. UNSEEN ENEMY Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute. SHADES OF GRAY However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.) At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play. |
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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 |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2024-05-07 18:30 | FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) | 10 | Show | |||||
Vilros' Favorite Boots (Boots of Elvenkind) 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. Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant. |
||||||||
2024-06-08 19:51 | FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys | 10 | Show | |||||
== Players: Story Award: You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed. UNSEEN ENEMY Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute. SHADES OF GRAY However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.) At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play. |
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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 |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2024-05-07 18:30 | FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) | 50 | 10 | ☐ Vilros' Favorite Boots (Boots of Elvenkind) | Show | |||
Vilros' Favorite Boots (Boots of Elvenkind) 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. Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant. |
||||||||
2024-06-08 19:51 | FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys | 30 | 10 | ☐ Blackztaff (Unbreakable Staff of the Python, ☐ Spellwrought Tattoo (Revivify) | Show | |||
== Players: Story Award: You exposed the vengeful machinations of Aubrey Delos, daughter of Fford Delos who took every job to save his family from Waterdeep’s gutter - like working as a Zhentarim enforcer before he was ultimately executed. UNSEEN ENEMY Someone sympathetic to Aubrey’s cause has turned against you, and you have gained an unseen enemy within the Zhentarim. So long as you have this Story Award when playing in any of the FR-DC-WATERDEEP adventures, the DM may call upon you once per adventure to make a DC13 Wisdom saving throw or suffer the effects of a bane spell for the next minute. SHADES OF GRAY However, Waterdeep’s Gray Hands are much impressed by your investigative efforts. When playing in any of the FR-DC-WATERDEEP adventures, you are reminded of their compliments through the equivalent of bardic inspiration (d8). This may be used only once per adventure. You may remove this Story Award after experiencing the Unseen Enemy a single time, but doing so also removes the Shades of Gray benefit. (A character associated with the Zhentarim is exempt from this Story Award, if they so choose.) At your discretion, you may choose to keep the Story Award throughout the FR-DC-WATERDEEP adventure series and leave both effects in play. |
||||||||
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 |