Show Log Entry
Adventure Title
DDAL-DRW-INT-02 Watchers of the Trollclawd
DDAL-DRW-INT-02 Watchers of the Trollclawd
Session
Date Played
2023-06-28 21:00:00 UTC
2023-06-28 21:00:00 UTC
Levels Gained
1
1
GP +/-
37.5
37.5
Downtime +/-
10.0
10.0
Location Played
DM Name
Frederic T.
Frederic T.
DM DCI Number
0001
0001
Notes
# Watchers of the Trollclawd - Introduction Round ## 1. Character-Redesign: Added the AL Bonus: 1 Feat additional --> **Magic Initiate** Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. Chosen: **Fire Bolt & Shape Water** In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Chosen: **Fog Cloud** Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. #### Ability Scores: Point Buy STR 8 DEX 16 (*changed* Racebonus +1) CON 13 INT 8 WIS 12 CHA 17 (*changed* Racebonus +2) ### Race: Dragonborn Metallic (silver). Silver --> Cold #### Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry. #### Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one: ##### Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. ##### Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest. #### Proficiencies / Languages: Proficiencies: Perception, Intimidation, Deception STARTING EQUIPMENT: Bard Starting Equipment: a rapier (instead of longsword) ## 2. Items/Gold/Level **+1 Sentinel Shield**: Armor (shield), uncommon - 6 lb. AC +2. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. +1 Potion of Necrotic Resistance: Potion, uncommon. When you drink this potion, you gain resistance to necrotic damage for 1 hour. +1 Potion of Healing + Handout Orders: Red Wizard need help again **+ 37,5gp** **+1 Level (Jack of all Trades, Song of Rest, Character Rework)** ## 3. Players (1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric 1 - none (3) Bramymond - Prof. Alastor Jones - Variant Human - Conjuration Wizard 3 - none (1) Wogge - Yaalkuxan Vrakshazos (Yazos) - Dragonborn (white) - Bard 1 - none (1) Ivanow - Flin - Lightfoot Halling - Sorcerer 1 - none (1) C0ldW0lf - Gustav - Custom Lineage (Cask Dwarv) - Life Cleric 1 - none (3) Arikatzi020 - Siren Rishath al-Kaalith - Tempest Domain Cleric 3 - Triton (Half Triton/Genasi) - none ## 4. Story Andere in einer Taverne getroffen. Von dem Tempel erfahren. In den Tempel gegangen, Monster bekämpft. Banditen gefunden, getötet. Notiz über Red Wizards gefunden. Zurück zur Taverne.
# Watchers of the Trollclawd - Introduction Round ## 1. Character-Redesign: Added the AL Bonus: 1 Feat additional --> **Magic Initiate** Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. Chosen: **Fire Bolt & Shape Water** In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Chosen: **Fog Cloud** Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. #### Ability Scores: Point Buy STR 8 DEX 16 (*changed* Racebonus +1) CON 13 INT 8 WIS 12 CHA 17 (*changed* Racebonus +2) ### Race: Dragonborn Metallic (silver). Silver --> Cold #### Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry. #### Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one: ##### Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. ##### Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest. #### Proficiencies / Languages: Proficiencies: Perception, Intimidation, Deception STARTING EQUIPMENT: Bard Starting Equipment: a rapier (instead of longsword) ## 2. Items/Gold/Level **+1 Sentinel Shield**: Armor (shield), uncommon - 6 lb. AC +2. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. +1 Potion of Necrotic Resistance: Potion, uncommon. When you drink this potion, you gain resistance to necrotic damage for 1 hour. +1 Potion of Healing + Handout Orders: Red Wizard need help again **+ 37,5gp** **+1 Level (Jack of all Trades, Song of Rest, Character Rework)** ## 3. Players (1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric 1 - none (3) Bramymond - Prof. Alastor Jones - Variant Human - Conjuration Wizard 3 - none (1) Wogge - Yaalkuxan Vrakshazos (Yazos) - Dragonborn (white) - Bard 1 - none (1) Ivanow - Flin - Lightfoot Halling - Sorcerer 1 - none (1) C0ldW0lf - Gustav - Custom Lineage (Cask Dwarv) - Life Cleric 1 - none (3) Arikatzi020 - Siren Rishath al-Kaalith - Tempest Domain Cleric 3 - Triton (Half Triton/Genasi) - none ## 4. Story Andere in einer Taverne getroffen. Von dem Tempel erfahren. In den Tempel gegangen, Monster bekämpft. Banditen gefunden, getötet. Notiz über Red Wizards gefunden. Zurück zur Taverne.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Sentinel Shield | Uncommon | DDAL-DRW-INT-02 Watchers of the Trollclawd: Temple of Gizmoz | true | ||
**Armor (shield), uncommon - 6 lb. AC +2.** While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |