Adventure Logsheet
Human Variant - Sharpshooter Background Hermit Level 1 Fighting Style Archery Level 3 Arcane Archer - Grasping Arrow + Shadow Arrow Level 4 Stat increase = 2 Dex Sold 2 Handaxes = + 5g Applied DM Experience (2700) Applied DM Reward(First Timer ) + 1 Potion of Healing Bought 2x20 Arrows = -2g Bought 10 Pitons = -5s Bought 10 foot Pole = -5c Bought Hempen Rope = -2g Bought Grappling Hook= -2g Bought Crowbar= -2g Bought Fishing Tackle=-1g
Bought Bullseye Lantern: -10g Bought 1 Potion of Healing: -50g Bought 10 Flasks of Oil: -1g Bought Sling: -1s Bought Sling Bullets (20): -4c Bought Waterskin(3) : -6s Used TeamXtraLifeCertificate "You can apply Advantage to one roll you make. Check this benefit off this cert after using it." Used up: 20 Arrows, 3 Flasks of Oil, 1 Healing Potion, 2 Rations Gained Certificate TeamXtraLifeCertificate Receive 1 free potion of healing to assign to one character. Check off this benefit after assigning the potion to a character. You can apply Advantage to one roll you make. Check this benefit off this cert after using it. Receive 1 free potion of greater healing to assign to one character. Cross off this benefit after assigning the potion to a character. You are entitled to one free resurrection spell for one character. Check this benefit off this cert after using it
Necromance-me. Characters who chose to take the brunt of the bone sphere’s damage or drink Crackle’s potion of black ichor in Part 3 become more resistant to the effects of the Cyst thanks to their exposure to its necrotic ichor. (Drank Potion)
Bought 20 arrows (-1g) Sold 1 Rope (+5s) Sold 1 Shield (+5g) Bought 5 Waterskins (-1g) Bought 1 Charter of Exploration (-30g)
Bought 10 Rations = -5g Bought 1 Bag of Holding = -8TCP
Bought 50x Rations = 25g Bought 200x Arrows = 10g Bought 14x Waterskin = 2,8g Bought 20x Insect Repellant = 0g
Wand of Secrets unlocked Salary for Guads and Guides: -131g Received Charm of Heroism from Saja N'baza
Guides: -100g Character died at about 18:00
Reward for good Roleplaying: -Amulet of Health -Ring of Protection -Wand of Wonder This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 — Effect: 01-05 — You cast slow. 06-10 — You cast faerie fire. 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. 16-20 — You cast gust of wind. 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 — You cast stinking cloud. 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 — You cast lightning bolt. 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 — You cast darkness. 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 — You cast fireball. 80-84 — You cast invisibility on yourself. 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 — A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. -Staff of the Python You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. -Robe of Scintillating Colors This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. -Instrument of the Bards (Canaith Mandolin) Instrument of the Bards (Canaith Mandolin) Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Canaith Mandolin spells: cure wounds (3rd level), dispel magic, protection from energy (lightning only) Reward from Sindra: - Wings of Flying - Cube of Force -Periapt of Proof against Poison -Necklace of Prayer Beads (1xblessing, 3xcuring, 1xfavor, 1xsmiting)
Unlocked: -Pearl of Power, -Amulet of the Black Skull -Immovable Rod -Scorpion Armor Armor (plate), rare (requires attunement) This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat. -Ghost Lantern -Manual of Golems -Flame Tongue (Longsword) Weapon, rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. -Bracers of Defense -Helm of Telepathy
Too much work to do it all one by one... Ended up with following items: Robe of Eyes, rare (trade) Wings of Flying rare (TOA reward Longbow +3, very rare (evergreen unlock s8) Periapt of Proof against Poison rare (TOA reward) Rod of Security very rare (TOA reward) Cloak of Invisibility(reserve) legendary (evergreen unlock s8)
Potion of Frost Giant Strength