Adventure Logsheet
Consumeables 1x Spell Scroll of revivify (uncommen) 1x Potion of Heroism (rare) 1x Potion of Greater Healing (uncommon) 1x Spell Scroll: Crown of madness 1x Spell Scroll: Sleep 1x Spell Scroll: Armor of Agathys 1x Spell Scroll: Arms of Hadar 2x Potion of Healing 1x Oil of Slipperiness (uncommen) 1x Potion of Growth (uncommon)
Behentor: Cleric (Peace) Strength: 8 Dexterity: 12 Constitution: 16 (+2) Intelligence: 10 Wisdom: 16 (+1) Charisma: 13 ASI: Constitution, Wisdom Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: warhammer scale mail light crossbow and 20 bolts priest's pack: Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin A shield and a holy symbol Race Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan's tools of your choice: mason's tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Background Acolyte Skill Proficiencies: Insight, Religion Languages: Celestial, Elven Equipment: A holy symbol, a prayer book , 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Level 1 Feature Skilled Arcana History Investigation
Buying (4 GP) 6x Ration (2 GP) 2x Vial (1 GP) 5x Paper Selling (0 CP) Vestments (12 GP, 5 SP) Light Crossbow (5 SP) 20 Bolts
Adventure Logsheet
Consumable Potion of Healing (common) You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. Oil of Slipperiness (uncommen) This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. Potion of Growth (uncommon) When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Buying (1GP) Bedroll
Loot 13 GP 7 SP
Loot 100GP
Adventure Logsheet
*** PURCHASE ENTRY ***
3x Potion of Healing
Consumeables 1x Spell Scroll: Crown of madness 1x Spell Scroll: Sleep 1x Spell Scroll: Armor of Agathys 1x Spell Scroll: Arms of Hadar Used 2x Potion of Healing (2d4+2)
Consumables Keoghtom's Ointment Wondrous Item, uncommon This glass jar, 3 inches in diameter, contains 5 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 This bottle of fine mead bears the label “Good Mead’s Best Mead” and is renowned for its rejuvenating properties. Story Items Glockeberg Hunter's License Story Award You’ve signed on with the Glockeberg Hunters Guild. On future adventures working with the guild, you will receive additional support to assist with your hunt. In exchange, you must pay the guild a portion of the bounty collected for the hunt or forfeit your license. These fees will be detailed in the relevant adventures. Bought (10GP) Winter Cloth Level up with Catch up system
Adventure Logsheet
Catch up 2 levels Buying Diamond (300GP) Selling Warhammer (7GP 5SP)
Loot 1000 GP Storyaward: Free-Floating Psi Crystal Qualith Crystal Retrieved Consumeables Spell Scroll of revivify (uncommen) This spell scroll bears the words of a revivify spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Potion of Heroism (rare) For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling Potion of Greater Healing (uncommon) You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.