Adventure Logsheet
Spieler: DrDzuma, Deringston X., Shacaz, 4x4Tobi Loot: 125gp/player 1x Potion of healing (2d4+4) 1x Pipe of Smoke Monsters 1x Staff of Adornmment 1x Tankard of Sobriety Story Reward: The beer is a rousing success, and many say that it has no equal in all of the Moonsea. You can expect to be treated quite well by connoisseurs and enthusiasts everywhere—if you can convince them you actually played a part in the brewing.
NAME: Velandrir "Vel" Anuelua RACE: (Wood)Elf Background: Sailor (Perception -> Survival) CLASS: Druid(1) STR 10 DEX 16 CON 12 INT 13 WIS 16 CHAR 8 FEATS: Magic Initiate (Cleric's list: Inflict Wounds, Toll the Dead, Spare the Dying) PROFICIENCIES: Abilities: Wis, Int Skills: Athletic, Insight, Medicine, Perception, Survival Tools: Herbalism, Navigators, Vehicles (Water) Languages: Common, Elvish EQUIPMENT: Shield, Quarterstaff (+class & background (incl 10 GP)) FLUFF: Velandrir "Vel" Anuelua Velandrir is a wood-elf Druid of the Circle of the Stars, his stature isn't -quite- as slender as most elves, thanks to his years on a ship and his people skills seemed to have suffered ever since. He is of average height, for an elf, with ~180cm and got a pale-grey/copper skin with black hair and green eyes. Usually clad in leather armor and common clothes, he travels with a backpack, a wooden shield and a quarterstaff Velandrir or for his friends "Vel", was a foundling on a large sailboat "Chunky Molly", apparently placed there and abandoned by his parents in the last city's harbor. His adopted Father, Jormund tried to teach Vel the art of sailing. Due to the taciturn nature of most of the sailors, Vel didn't really develop any social skills, but is also kind of oblivious to it. Over the years, Jormund was verging on the edge of total despair since the only thing he managed to get into Vel's head were the constellations. Vel loved the Stars and kept trading shifts to do the night watch and study the constellations. Over more than a decade though, Vel picked up at least the basics of sailing while still preferring to do watches with little to no action. When Jormund retired from the life of a sailor, mostly handling and shipping cargo for long distance runs, he moved back into his home village, a small village just north of Candlekeep(down in the south). Vel decided to follow him, since would still be considered quite young for an elf, at only 34. At first, Jormund seemed to 'recover' and become healthier again but over the years his health started to diminish rather quickly. The village's healer tried his best and managed to 'soften the blow' of aging and over some time she "Negwen" -a Hafling- grew fond of Vel and took over his education. She taught him in her ways, the way of a druid, instead of any "actual craft" as Jormund would grumble into his beard. A couple of years later, a band of orc raiders settled in the area and started harrying and ransacking the village. During the second raid, Negwen took a stray arrow to the chest and died that night. Finally deciding he had enough, Vel started consulting with his village elders and started rallying the nearby village's townsfolk to get rid of the raiders. Even though they managed to kill most of the raiders and drive off the rest of them, the attack wasn't quite the success Vel hoped it would be. More than half of the combined force was also dead and many more wounded. Growing resentment and accusations that were thrown in his direction made Vel decide to leave the village and area all together. Becoming a navigator/hired hand on the next available ship, he sailed northwards. Vel, over all these years, never lost his fascination for the stars and started to burn some local constellations into a crystal, that he keeps tied around his neck. During some of his nightly studies of the skies, he fell into a trance and over time discovered how to combine his magic with the alignment of the constellations.
30 gp worth of charcoal, incense, and herbs (3x Find Familiar)
Adventure Logsheet
+129 gp (-10gp for cold weather gear) +cold weather gear +1x Wraps of Unarmed Prowess +1 +1x Keoghtom's Ointment +1x Glockeberg Hunter's License -10gp worth of charcoal, incense, and herbs (1x Find Familiar)
+1 Holy Symbol (Emblem, attached to Shield)
Adventure Logsheet
*** PURCHASE ENTRY ***
2x Potion of Healing (50gp)
100GP / Player Story Award: Friend of the Forest You freed a druidic tree from an evil influence. The forest may remember this deed. Potion of Growth Potion, 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. Shaking the bottle fails to interrupt this process. Breastplate of Fungal Spores Medium armor, uncommon 20 lb. AC 14 + Dex (max 2) While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Anscheinend haben die halluzinogenen Pilze, die auf der Rüstung gewachsen sind, dafür gesorgt, dass sich die Magie der Rüstung etwas verdreht hat. Das sollte zu eurem Nutzen sein, da das normale Aussehen der Rüstung eventuell ungewollte Blicke auf sich zieht.