Adventure Logsheet
Variant Human Artificer Sage Abilities STR: 10 DEX: 14 CON: 16 = 15 + 1 (Variant Human) INT: 16 = 14 + 1 (Variant Human) + 1 (Telekinetic) WIS: 10 CHA: 8 Skill Arcana (Sage) History (Sage) Investigation (Artificer choice) Medicine (Artificer choice) Nature (Variant Human choice) Language Celestial (Sage choice) Infernal (Variant Human choice) Primordeal (Sage choice) Weapons Simple weapons, Light armor, medium armor, shields (Artificer) Tools Smith’s Tools (Artificer choice) Thieves’ Tools (Artificer) Tinker’s Tools (Artificer) Feat/ASI Telekinetic (Variant Human choice)
https://app.roll20.net/forum/permalink/11793484/ (1) Eklan - Lathrop Lloyd - V. Human - Artificer 1 (1) Boerns - Storn Thunderstrike - V. Human - Fighter 1 - Knights of Solamnia (1) C0ldW0lf - Lance Álôt - Custom Lineage (Halfling) - Ranger 1 - Knights of Solamnia (1) Talak - Eirik Eldermoor - V.Human - Twilight Cleric 1 (1) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1 - Knights of Solamnia (1) NeOn - Balren Moss - Sea Elf - Paladin 1 - Knights of Solamnia Loot Potion of Poison Potion, Uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Restorative Ointment Wondrous Item, Uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. Story Award: Marked by Fate Whether you have been anointed by a divine benefactor or a cosmic doom has been placed upon your soul, you have been struck by destiny for some hidden purpose. As such, your thread isn’t so easily unraveled from the tapestry of fate. When you are reduced to 0 hit points or whenever you start your turn with 0 hit points, you can choose to become stable. You can only gain this benefit once.
https://app.roll20.net/forum/permalink/11815640/ (2) Eklan - Lathrop Lloyd - V. Human - Artificer 2 (2) Dixer - Uzank - Kender - Fighter 2 - Knights of the Sword (2) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1, Peace Domain Cleric 1 - Knights of the Sword (3) Talak - Eirik Eldermoor - V. Human - Twilight Cleric 3 (3) Boerns - Storn Thunderstrike - V. Human - Fighter 3 - Knights of the Crown Loot Dust of Dryness Wondrous Item, uncommon This small packet contains 1 pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Story Award: Fall of the Rose You have traversed the spectral remnants of Lord Soth's sanctuary, weaving through its shadowy embrace. Emerging with tales of valor, you bear insights bestowed only upon those who've seen its hidden secrets.
*** TRADE ENTRY ***
Buy 20 gp: Smith's Tools 50 gp: Tinker's Tools 100 gp: Pearl (100 gp)
https://app.roll20.net/forum/permalink/11887384/ (3) Eklan - Lathrop Lloyd - V. Human - Battle Smith Artificer 3 (4) Echo - Flyneon Stargazer - Ghostwise Halfling - Stars Druid 4 - Emerald Enclave (4) Captain Blackeye - Gorim Eisenbart - Mountain Dwarf - Battle Master Fighter 4 (4) Flammenklinge - Wolke - Shadar kei - Ranger 4 Loot Spell Scroll (Level 1) Protection from Evil and Good Save DC 13, Attack Bonus +5 Charm of the Eldritch Eye You can cast Clairvoyance as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes. Potion of Greater Healing
https://app.roll20.net/forum/permalink/11877342/ (3) Eklan - Lathrop Lloyd - V. Human - Battle Smith Artificer 3 (3) Dixer - Uzank - Kender - Cavalier Fighter 3 - Knights of the Sword (3) Jarlsson - Vicky Lightbringer - Aasimar - Fighter 1, Peace Domain Cleric 2 - Knights of the Sword (3) C0ldW0lf - Lance Álôt - Custom Lineage (Halfling) - Beastmaster Ranger 3 - Knights of Solamnia (2) NeOn - Balren Moss - Sea Elf - Paladin Level 2 - Knights of Solamnia Loot 2 x Potion of Advantage When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. Story Award: Seal of the Chosen Fate has aligned itself with you. The guardian of the Temple of Majere has placed a visible mark upon you, sealing you as a member of fate’s elect. The seal’s design is three stylized, tear-shaped patterns, rotating clockwise within the circular perimeter. Displaying this mark may arouse suspicion, uncertainty, or reverence in those around you, depending on their knowledge of the Old Gods—or more specifically, of Majere. Rolle: Virtuoso (+1 All-Purpose Tool)