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Updating: to 2024 rules Sold leather armour, and shortsword bought 2 pouches (names left pouch and right scroll case) bought Studded leather armour
The Sinister Secret of Saltmarsh: The Haunted House
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Hat of Witchery Wondrous item, common (requires attunement) This black, cone-shaped hat has a wide-brim and is adorned with a tarnished brass buckle and a spindly-legged spider who has made the hat its home. While you are wearing it, you gain the following benefits: * You can use the hat as a spellcasting focus for your class’ spells. * You can try to cast a cantrip that you don’t know. The cantrip must be on your class’ spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. * If three allies are all wearing and attuned to hats of witchery and are within 30 feet of each other, the check above is made with advantage. The characters’ skin turns green, and their voices become raspy and aged. Common Item, does not add to Magic Item Count
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The Sinister Secret of Saltmarsh: The Haunted House ~3 hours
The Sinister Secret of Saltmarsh: The Haunted House (Completed)
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traded with Verity's rapier +1
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+2 hours of play gained
Changes to class, to fit in with masters game.
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updating
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*Charm of Animal Conjuring. * This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.
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Scrolls * 10 (cantip: booming blade)
Catching Up. Spend 10 downtime days to gain a level