Adventure Logsheet
Gain level option Spent 10 dtd to gain level +10 dtd +106 gps Charm of Eldritch Eye from Vecna You can cast Clairvoyance as an action, without using a spell slot and requiring no material components. Once used three times, the charm vanishes.
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Bought 2 potions of healing (-100 gp)
****Level up option +10 dtd +94 gp Used 2 potions of healing
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Bought 2 healing potions (-100 gp)
Level up option +10 dtd 94 gp Used scroll spell, Protection from Good and Evil
Level up option +10 dtd +84 gps Gambler's Spellbook Identify, Mage Armor, Magic Missile, Snare, Invisibility, Locate Object, Rope Trick, Glyph of Warding
Level up option +10 dtd +41 gp Spent 2 dtd and 150 gp to copy spells Feather Fall, See Invisible.
Level up option +10 dtd +83 gps Used potion of healing Spent 10 gp to buy cold weather gear. Clothing, cold weather Type: Adventuring Gear Cost: 10 gp Weight: 5 lbs This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see “Extreme Cold”). Spell scroll of Bless Spent 1 dtd and 50 gps to copy Comprehend Languages into spellbook
Took level up option Spent 10 dtd to level again. Wand of the War Mage +1 as turning 5th level magic item. +10 dtd +50 gps Story Award: Red vs. Blue Through the trust of Totha the Fierce, you now have a two-headed dragon wyrmling pet, who is half red and half blue. It is the size of a small house cat (use cat statistics from the Monster Manual) and cannot participate in combat. It sometimes sneezes out little tufts of smoke or a tiny bit of cold air, and the two heads are constantly looking for and fighting over snacks. All things are snacks. Broom of Flying (Uncommon) This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. An old pet of the House of Longevity and Ruin, it has now been given as a gift. Slightly cracked but still a lustrous ebony, with some of the broom bristles broken off, it will follow its user like a puppy and with a child-like curiosity unless instructed not to . . . at which it is prone to throwing a temper tantrum. Tied around its handle is a red neckerchief embroidered with the letters “ZJ.”
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Bought 2 potions of healing
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Traded with own character: Rue https://www.adventurersleaguelog.com/users/44371/characters/108826/tradelogentries/1136317
Level up option +10 dtd +1,000 gp Story Awards Oath to the Ancient Crown. You have proven yourself a worthy friend to the first High Queen of the Ffolk and have received a cork band with the engravings of a crowned bear. Occasionally, she appears to you in dreams, though it's hard to know if it's her gift or the lingering impression of her beauty. ELEMENTAL GEM (EMERALD) Wondrous Item, uncommon This gem is the color of the depths of the ocean, full of algae and teeming with life. In it’s depths swirl what almost look like eyes before vanishing. This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. DECK OF ILLUSIONS Wondrous Item, uncommon The backs of these cards are of a woman with gold hair with her finger to her lips as if she’s asking you to keep a secret. This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. For this adventure, players get the following 6 cards: (8 of clubs) Orc (2 of clubs) Kobold (8 of hearts) Bugbear (2 of hearts) Goblin (9 of clubs) Ogre (Ace of spades) Lich ROBE OF USEFUL ITEMS Wondrous Item, uncommon The robe is a deep midnight blue with black patches, each a different size and shape. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. For this adventure, players get the following 10 patches: 1. Window - (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 2. (2) A riding horse with saddle bags 3. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 4. Portable ram 5. 10 gems worth 100gp each 6. Wooden ladder (24 feet long) 7. Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 8. (2) Bag of 100 gp DEEP’S FURY (BOW OF CONFLAGRATION) Weapon (any bow), rare (requires attunement) This bow feels cold to the touch and is covered in whorls and ripples of blue flames that erupt when it is drawn and ignite the ammunition fired from it. Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. WAND OF CONDUCTING Wand, common A beautiful filigree wand that ends in a handle of a unicorn and produces a soft chime when waved in the air. This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Standard level up option (taken) +10 dtd +1000 gps Spent 300gp on potions of greater healing x3 Spent 10 dtd to level. More reward details added later...
Level up / rebuild option +10 dtd +1000 gp Potion of Fire Giant Strength Scroll of Greater Restoration Scroll of Destructive Wave Story award: Blowing up Arkeio
Level up option +10 dtd +833 gp Spellwrought tattoo with spirit guardians Oil of slipperness Smokepowder packet (5 uses) The Sorcerer-Queen's Gloves (Gauntlets of Flaming Fury) with Guardian Minor Property Flavor Text: It fits its wearer regardless of their hand size. Cream-colored, smooth & soft to the touch, the leather uncomfortably reminds you of human skin. Elegantly embroidered in the silken lining near wrist is the following written in common: Property of Nefru of Tyr. Guardian: You feel prickles on your hands when the glove senses danger, giving you a +2 bonus to initiative if the bearer isn’t incapacitated. Memories of the Third Protocol (Pipe of Remembrance) with Language Minor Property (Quori) Flavor Text: When you first obtained this pipe, it shows the last memory stored in it: a group of adventurers laughing & chatting, with a train station in the background. This memory will fade away and replaced with the one from its new owner. Engraved in the velvet lined wooden box where it is stored is the following: "The ScaVengers - may we prevail forever". Language: he bearer can speak and understand Quori while the item is on the bearer’s person. Story Awards: Abducted: Taken out into wildspace, there were some hours when you were unconscious. What happened during those time you were out? This story award might be relevant in future adventures of this series. The Lifehelm (for Elowyn only): You found a strange spelljammer helm. You were attuned to it and it brought you both tremendous pain & pleasure. This item can be used within this series only. This story award might be relevant in future adventures of this series. Crashed and Marooned: You crash landed on an unknown place. It seems to be an asteroid of some sort... but what is that in the distance? This story award might be relevant in future adventures of this series.
Level up option +10 dtd +1000 gp Potion of greater healing Spell scroll Stone Shape Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Playing Card Illusion Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus Jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag Jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll Two of diamonds Kobold Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes Jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc Two of clubs Kobold Jokers (2) You (the deck's owner) Flavor: The illusions created by this deck appear as particularly desirable versions of the specified creatures. The desirability is in relation to other creatures of the same kind. For example, an Assassin would appear as particularly deadly – appealing to other assassins, while a Druid may appear as particularly in-tune with nature – as desired by other druids.
+10 dtd level advancement option (used it) +657 gp Keoghtom's Ointment (3 applications) 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. Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all. Story Award: Silver Beak Associate Earned if the sweet honeyfish mooncake recipe was returned. The Silver Beak Cartel is eternally grateful for your impeccable work returning their priceless recipe and saving their business in mooncakes. They’ll be sure to be in touch for other jobs in the future. Talking Doll Wondrous item, common (requires attunement) While this doll is within 5 feet of you, you can spend a short rest telling it up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. Cloak of the Bat Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Level up option +10 dtd +207 gps Robe of Eyes Wondrous item, rare (requires attunement) The eyelike patterns embroidered upon this dark blue robe glow faintly when within 100 feet of a source of strong elemental power, such as a gate to an elemental plane or a formidable elemental creature. This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Level up or rebuild option. +10 dtd +400 gps Wand of Fireballs Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally. Story Award: Rejected the Inquisition You have decided not to follow Miriam’s inquisition against the Cult of the Radiant Dawn, for reasons that are your own. You may never acquire spellcasting services from the Holy Cathedral of the Sun and all spellcasting services in Melvaunt cost double for this character. Further, you have advantage on Charisma checks with followers of Lathander who appreciate your standing up to Miriam’s new inquisition.
Level up or rebuild option +5 dtd +165 gp Story Awards: SEER’s Delivery Service. You successfully delivered the rune tablet into the hands of the Lord’s Alliance for study, much to their gratitude. You gain advantage on ability checks that involve interacting with NPC members of the Lord’s Alliance. Additionally, you gain disadvantage on ability checks that involve interacting with NPCs that specifically oppose the Lord’s Alliance. Heroes of Citadel Adbar. Your brave rescue of the Frostbite Platoon has earned you fame and favor within the dwarven citadel. While the citadel normally shuts out visitors, you are granted access to the citadel’s upper reaches. You gain advantage on ability checks that involve interacting with dwarves from Citadel Adbar, regardless of where you travel.