Adventure Logsheet
Starting cash: 18gp 2sp 5cp Cloak of Elvenkind Wondrous Item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. If you choose to spend 4 downtime days on crafting your weapon, you may take one of the following magic items (just keep your magic item limit in mind). You do not need to take 4 in-game days, just spend the downtime. You can also choose to carry the wood around and craft the weapon later. Annoyingly, the module does not appear to allow you to craft a dagger, staff or other weapon with the wood. *(note gained 10 downtime days, spent these 4) * Tree Spirit Weapon (Club, Greatclub or Spear) Weapon (wooden club, greatclub or spear), rare (requires attunement) A tree spirit weapon is one crafted from the wood of a sentient tree. The spirit of the tree remains in the wood, and therefore the weapon contains a sentience. or +1 Arrows (10) Weapon (ammunition), uncommon You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
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Bought Thieves tools Cost: 25 gp
Adventure Logsheet
Silver +1 Dagger Riding Lizard A trainable giant lizard. The one in the rules is a female named Larth, but I probably would have spiced up the combat encounter with a few more giant lizards, so anyone who wants one can have one. The rules for training a giant lizard are: - To initially get her to remain with the group, she must be enticed with food and a DC 10 Wisdom (Handle Animal) check. If this succeeds, she remains with the party but does not cooperate with them. - After that, 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. The stats for giant lizards are here: https://roll20.net/compendium/dnd5e/...Lizard#content
Whisper: +1 greataxe. If the wielder attunes to Whisper, it becomes a +2 greataxe, the wielder gains darkvision to 120 feet, and the wielder gains advantage on Stealth checks. However, while attuned the wielder can only speak in whispers. With the alchemist's help and some time, you eventually are able to cure the rest of the townsfolk of the malaise, removing the curse and earning their gratitude. Unfortunately, the mutated dogs are beyond saving. You also end up with 200 gp each, and ALL receive the slew of amazing consumables (because the AL rules now say this happens): 3x potions of greater healing potion of poison potion of fire breath 3x potions of healing potion of animal friendship potion of heroism
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Train the Lizard to accept Rider, and Attack