Adventure Logsheet
STARTING GOLD 15gp SOLD 50gp Two Greatswords BOUGHT 20gp Smith's tools, 15gp Warhammer, 10gp Shield, 2gp Grappling hook, 2gp tent Completed the boy's summoning circle in order to close it with holy water; fought 5 Imps, the last offered to tell us the missing components of the circle in the city of the dead so we could finish it to close it. Unlocks: 1) Enduring Spellbook, 2) Boots of Winterland 3) Bell of Silent Carols, and 4) Golden Familiar Lyrics (get pseudo dragon familiar, once) Like a candle, I burn In the glow of your radiance Like a plucked string, I learn The bright hum of your resonance Like a pilgrim, I bow Humbled by your divinity Will you come to me now? I send you my prayer, my plea Lifted voice, lowered eyes Prostrated here on hands and knees... Underneath freedom lies Your Golden Wings will bring a breeze
Met Lord Reginal Swifthand of Thentia and took on his quest. Fought grund at sinkhole entrance Headed to light source in underground Fought Spider creatures Took the gems from the alter Found the incomplete portal to Chult Head back up and freed the captives Fought the Grund , including a wildling and Elite Warrior Unlocks: MUST HAVE Pearl of Power (Uncommon, Table F, TCP 16) Requires Attunement by a Spellcaster While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Met the Green Hag Jenny Greenteeth and her 2 Night Hag Coven members. Did NOT eat a dumpling, but did succeed on first telling to give her a copy of the memory of forging one of her swords - not her first, best nor the one that she formed a pact with. Found that the 7 year old halfling child, , Oriana Phoenixfeather, took Daern's blade 200 years ago. Fought the Night Hag Baba, but did not kill her. No unlocks
Fought 2 beasts, then 3 shadow guys then 2 frogs, then 3 fishmen+their boss. Faced the Vine goddess and refused to give her my soul, so ended up being forced to swim through the water with the others to a warm swamp pool. Unlocks: only evergreens
Fought Yuanti and freed prisoner Fought 3 annoying liazrdmen (with multiattack and bonus action distraction) and their boss. Fought Invulnerable lizardman, but at least the giant liazrd mount was brefriended and unlocked. Unlocks: Giant lizard mount? She can be trained using downtime days. For seven downtime days, she can be trained to carry equipment and follow the new owner closely. For seven more, she can be trained to accept a rider, but not to attack. For seven more, she can be trained to attack on command, but not while being ridden.
Arrived at village of Eelstead. Wizard party member successfully made the cure for black blood curse. Drank an invisibility potion to sneak into the temple with the rest of the party. Defeated the lizard king having avoided any other fight in the temple. Unfortunately the Demon Lord made it to the material plane as we didn't defeat the shaman. Obtained: 1x Potion of Greater Healing 2x Potion of Healing 1x Potion of Poison Unlocks: Whisper, +2 Greataxe, 24TCP T2 Can only speak in whispers while attuneed MUST HAVE: Picked as 2nd magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/) Necklace of Prayer Beads (Table G, 20 TCP) with 3 beads: 1) Blessing — Bless, 2) Favor — Greater Restoration, 3) Curing — Cure Wounds (2nd level) or Lesser Restoration.
Stormned the Orc Stronghold. One level 1 PC suffered permadeath, one PC captured, forced to retreat and regroup. Earned 2TCP, but got the pearl of power (16 TCP) - replaced due to season 9 magic item cap of 3.
Try to rescue, failed and was captured with the rest of the PCs, but managed to get my stuff and escape with them :) No unlocks - barely escaped.
Finished off the one remaining orc, Ogre Boss and his 2 dire wolves. Headed down and defeated the stirges then two Gricks. Then long rested (to wait for another player as our rogue failed to open the lock). Gain: 1 healing potion No unlocks.
Defeated Roper, 4 Druger, 1 Spy, 1 Druger, 1 Drow, Succubus escaped. Found two potions & Ring of Spell Storing UNLOCKS Picked as 3rd tier 2 magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/) Ring of Spell Storing
Easily defeated all the enemies thanks to a Monk almost always successfully stunning the enemies. MAGIC ITEMS Gave up pearl of power for this. Shroud of the Mourning warrior Rare Armor wooden scale mail +1 resizes to fit the wearer
Hardcover milestone. 2 hours of play. Made it to the "Zoo". Two players dropped, so DM called that session while waiting for more players.
EARNED 240gp SOLD 0.05gp ten torches BOUGHT 25gp Disguise kit, 10gp Find Familiar components, 1gp Scroll case Summoned Find Familiar with Ring of Spell Stoing to get Golden Pseudodragon Defeated the Zoo creatures. Discovered the Halfling prisoner is actually an Oni; found Blackrazor in their room. Defeated the large crab. Guessed the Non-prime solution for the flesh golems, defeated the Vampire in his room by druid daylighting the darkness away. Defeated the Effreti, 2 of whom were sucked into Blackrazor. Obtained all 3 weapons (all returned) - ALCC9:38. Max Gold. . Very long and tough session - no spell resources left for the Ring of Spell Storing. Can pick one of the 3 legendary weapons in tier 4. BLESSING OF PROTECTION CONSUMABLES OBTAINED Mind reading potion and dispel magic scroll (from 1st weapon returned; 5 rare consumables): 5 potions of Speed MAGIC ITEMS Armor of Vulnerability Ring of Spell Storing Ring of Protection +1 Chainmail Goggles of Night Stone of Good Luck Necklace of 6 prayer beads - one of each (from 2nd weapon returned) LEGENDARY ITEM FOUND Blackrazor, Wave, Whelm
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM Drown Weapon (trident), legendary (requires attunement) A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. You have resistance to cold damage. You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS Dwarven Thrower Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
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Trade with Character: Rozalind Talio Player: K.Holt/@Lore Keeper Haos#5904 DCI(if needed): 5313149183 Item: Dwarven Plate Source: Trade with @Daddywarbux#7102 on 1/22/2020 Sold Splint Armor for 100gp
Defeated a lot of enemies (including all 8 Hook Claws under the bridge), and killed BBEG in 3 turns thanks to a PC using Animate Objects. STORY AWARD Ironfang Weapon (war pick), legendary (requires attunement) A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang: You can speak Terran fluently. You have resistance to acid damage. You have tremorsense out to a range of 60 feet. You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb of earth description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS Devastation Orb of Earth Wondrous item, very rare A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18, see below). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. +1 Crystal Breatplate (usable by Druids) Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
EARNED 1200gp BOUGHT 1600gp (=4x400gp) Breatplate Barding, 60gp exotic saddle, 4gp saddlebags, 0.4gp two extra waterskins. Completed run (only with this character, but third time personally) Defeated everything including Acererak. MAGIC ITEMS Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. Radiant Rod of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. Staff of Power Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Tome of Leadership and Influance Carpet of Flying 3x5 "Scimitar of speed" (Needs to be replaced as DM didn't know not a valid choice) Rapier Defender CONSUMANBLES Scrolls: Wall of Force, Planar Binding, Dawn Potion: Superior healing
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Self trade with Mordred Penhagon, then dropped the Real ring of protection for Renown option of Shield +1.
EARNED 400gp SOLD 7.5gp Warhammer, 0.25gp Tinderbox BOUGHT 900gp Diamonds, 15gp 'Ceremonial Bastard Sword' (Longsword) Erzalet was the only one to melee with the dragon. After that another PC gave her the peripaht of proof against poison. Another PC helped melee Vs the Snake people. We won, no one dropped despite both fights being no rest between them and fairly tough. CONSUMABLE Potion Of Vitality very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable MAGIC ITEM Giant's Bane (Longbow +2) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.
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Player Discord: fabulousturtle404#1638 Mod: CCC-BWM-003 A Tale of Two Towers Player name: @fabulousturtle404#1638 / Kate Lacambra DCI: 1302827438 (still new to this wizard account so eh) Charactet mame: Asterios "Terry" Amell (light cleric) https://www.adventurersleaguelog.com/users/26906/characters/67538 Item given: Staff of Power (VR) Item recieved: Aegis of the Raven Queen (+3 Shield) (BR) Description: This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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Speed run - they skipped a lot (including Efreeti's room and throne room), but went back to the temple for more gold to get max for level. DDHC-Tomb of Horrors DM: Xen (DCI# 1318630764) Date: 26 JUL 2020 (AEST) Players: @OIIIIIO#6521 @Biggs Darklighter#7608 @Sour#7765 @coldfusion2142 (DCI 2503886177)#3569 @9nines#5477 Rewards: One level up, max gold for level, Ring of Shooting Stars, Rod of Pact Keeper +3, Staff of Power,Manual of Bodily Health, smallest Flying Carpet (3x5), Belt of Fire Giant Strength, Rapier Defender, sword of vengeance, berserker axe, and spear of backbiting; 6 wizard scrolls (<6th level) and 12 potions (<legendary) divided up; combined max of 4 or less consumables each - no more than 2 scrolls each as scrolls were popular. Commanded Ghost for @Sour's necromancer
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Magic item limit of 6.
Long run, but completed all three parts. Seems impossible to prevent the hirer from getting the phylacteries :( CONSUMABLES Eagles Splender Potion MAGIC ITEMS Tome of Leadership and Influence STORY AWARD (Taken) Nature of the Weave You have uncovered a series of tomes written by the archmage, Manshoon. If you are capable of casting arcane spells, you may spend 50 downtime days to gain proficiency in the Arcana skill. If you are already proficient in Arcana, you double your proficiency when making checks with the skill.
Very long campaign, mainly due to a lot of roll20 issues for multiple people; 6 hours, though only need 3 to max gold for level. Eventually survived everything, almost completely tapped all resources - the assain construct was particularly deadly, though no one died. Party decided to kill the future vessel of the Lich Queen. MAGIC ITEM Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Won the Championship battle and our Mindflayer challenge. Final battle was very challenging as you have to do 5 types of damage each 3 times while doing LESS than 75hp of damage. Only possible due to Bard's cutting words on their allies and using a lit torch! MAGIC ITEMS Prospector’s Chronoglass (Periapt of Proof Against Poison). Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. Chronostat of Precision (Clockwork Amulet). Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier. This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.
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Non-common Magic item limit of 6.