Wallace Ami Character Sheet

Season:
10
Race:
Half-Elf
Class:
Sorcerer
Background:
Lifestyle:
None
Current Level:
11
Total GP:
19612
Total Downtime:
110
Tag:
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
12
Magic Item Limit:
6
Boots of False Tracks,
Ersatz Eye,
Smoldering Armor (Studded Leather),
Unbreakable Arrow,
Wand of Pyrotechnics,
DaleVision Dice (Charlatan's Die),
Clockwork Amulet,
Staff of Defense,
Clockwork Amulet,
Boots of Levitation,
Dagger of Venom,
Goggles of Night,
Chain Mail +1,
Stone of Good Luck,
Armor of Vulnerability (Slashing),
Ring of Protection,
Ring of Spell Storing,
Boots of Striding and Springing,
Hand Crossbow +2

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2022-04-30 18:30 DDHC-TYP Chapter 4: White Plume Mountain 1 1 11007 10 Goggles of Night, Chain Mail +1, Stone of Good Luck, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing, Boots of Striding and Springing, Hand Crossbow +2 Show

1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts.

2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions.

2022-04-30 12:04 Purchase Log -1200 Show Purchase

Purchased material components for Revivify (300 gp), Summon Aberration (400 gp) and Summon Draconic Spirit (500 gp).

2021-10-11 12:00 DDAL05-17 Hartkiller’s Horn 1 1 358 10 Dagger of Venom Show

Dagger of Venom. Weapon (dagger), rare. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Purchased material component for Revivify (300 gp).

2021-10-06 09:00 DDAL10-08 Volatile Thoughts 1 1 714 10 Clockwork Amulet, Boots of Levitation Show

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.

Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

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. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect.

2021-09-30 18:00 DDAL10-10 Burying the Past 1 1 8333 10 Clockwork Amulet, Staff of Defense Show

I Saw Forever. Creatures that touch the darkness within the pool and subsequently fail the saving throw receive the I Saw Forever story award.
• Clockwork Amulet
• Spell Scroll of Contact Other Plane
• Spell Scroll of Legend Lore
• Staff of Defense (tier 2 characters only)

Clockwork Amulet. Wondrous item, common. A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. 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.

Staff of Defense. Staff, rare (requires attunement). This slender, hollow staff is made of a translucent green glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges. While holding it, you can use an action to expend one or more of its charges to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

2021-09-10 18:30 DC-PoA-TDG01-11 DALEVISION 1 1 120 20 Gorg-Eous Brooch (Brooch of Shielding), DaleVision Dice (Charlatan's Die) Show

Gorg-Eous Brooch (Brooch of Shielding). Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

DaleVision Dice (Charlatan's Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls.

Won 1 gp and a dead slaad tadpole in a jar.

2021-07-23 18:30 DDAL10-05 A Blight in the Darkness 1 1 120 20 Chardalyn Breastplate (Armor of Necrotic Resistance), Wand of Pyrotechnics Show

Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor.

Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.

Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award.

Sing a Song of Vengeance. The characters earn this story award if they bring both Feral-Tongue and Kaskur back to Wyrmdoom Crag alive.

2021-01-21 22:09 Downtime Catchup 1 0 Show
2021-01-21 18:30 DDAL10-02 Gnashing Teeth 1 1 80 10 Sending Stones Show

Traded Boots of False Tracks, Ersatz Eye, Smoldering Armor and Unbreakable Arrow for Runestones.

Sending Stones. Wondrous item, uncommon. These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. 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.

Story Award: One Man’s Junk. You’ve caught the attention of a greedy mud mephit.

2020-12-24 20:00 DDAL10-00 Ice Road Trackers 1 2 80 20 Boots of False Tracks, Ersatz Eye, Smoldering Armor (Studded Leather), Unbreakable Arrow Show

Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2022-04-30 18:30 DDHC-TYP Chapter 4: White Plume Mountain 1 10 Show

1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts.

2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions.

2022-04-30 12:04 Purchase Log Show Purchase

Purchased material components for Revivify (300 gp), Summon Aberration (400 gp) and Summon Draconic Spirit (500 gp).

2021-10-11 12:00 DDAL05-17 Hartkiller’s Horn 1 10 Show

Dagger of Venom. Weapon (dagger), rare. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Purchased material component for Revivify (300 gp).

2021-10-06 09:00 DDAL10-08 Volatile Thoughts 1 10 Show

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.

Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

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. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect.

2021-09-30 18:00 DDAL10-10 Burying the Past 1 10 Show

I Saw Forever. Creatures that touch the darkness within the pool and subsequently fail the saving throw receive the I Saw Forever story award.
• Clockwork Amulet
• Spell Scroll of Contact Other Plane
• Spell Scroll of Legend Lore
• Staff of Defense (tier 2 characters only)

Clockwork Amulet. Wondrous item, common. A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. 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.

Staff of Defense. Staff, rare (requires attunement). This slender, hollow staff is made of a translucent green glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges. While holding it, you can use an action to expend one or more of its charges to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

2021-09-10 18:30 DC-PoA-TDG01-11 DALEVISION 1 20 Show

Gorg-Eous Brooch (Brooch of Shielding). Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

DaleVision Dice (Charlatan's Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls.

Won 1 gp and a dead slaad tadpole in a jar.

2021-07-23 18:30 DDAL10-05 A Blight in the Darkness 1 20 Show

Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor.

Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.

Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award.

Sing a Song of Vengeance. The characters earn this story award if they bring both Feral-Tongue and Kaskur back to Wyrmdoom Crag alive.

2021-01-21 22:09 Downtime Catchup 0 Show
2021-01-21 18:30 DDAL10-02 Gnashing Teeth 1 10 Show

Traded Boots of False Tracks, Ersatz Eye, Smoldering Armor and Unbreakable Arrow for Runestones.

Sending Stones. Wondrous item, uncommon. These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. 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.

Story Award: One Man’s Junk. You’ve caught the attention of a greedy mud mephit.

2020-12-24 20:00 DDAL10-00 Ice Road Trackers 1 20 Show

Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2022-04-30 18:30 DDHC-TYP Chapter 4: White Plume Mountain 1 11007 10 Goggles of Night, Chain Mail +1, Stone of Good Luck, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing, Boots of Striding and Springing, Hand Crossbow +2 Show

1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts.

2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions.

2022-04-30 12:04 Purchase Log -1200 Show Purchase

Purchased material components for Revivify (300 gp), Summon Aberration (400 gp) and Summon Draconic Spirit (500 gp).

2021-10-11 12:00 DDAL05-17 Hartkiller’s Horn 1 358 10 Dagger of Venom Show

Dagger of Venom. Weapon (dagger), rare. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Purchased material component for Revivify (300 gp).

2021-10-06 09:00 DDAL10-08 Volatile Thoughts 1 714 10 Clockwork Amulet, Boots of Levitation Show

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.

Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

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. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect.

2021-09-30 18:00 DDAL10-10 Burying the Past 1 8333 10 Clockwork Amulet, Staff of Defense Show

I Saw Forever. Creatures that touch the darkness within the pool and subsequently fail the saving throw receive the I Saw Forever story award.
• Clockwork Amulet
• Spell Scroll of Contact Other Plane
• Spell Scroll of Legend Lore
• Staff of Defense (tier 2 characters only)

Clockwork Amulet. Wondrous item, common. A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. 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.

Staff of Defense. Staff, rare (requires attunement). This slender, hollow staff is made of a translucent green glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges. While holding it, you can use an action to expend one or more of its charges to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

2021-09-10 18:30 DC-PoA-TDG01-11 DALEVISION 1 120 20 Gorg-Eous Brooch (Brooch of Shielding), DaleVision Dice (Charlatan's Die) Show

Gorg-Eous Brooch (Brooch of Shielding). Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

DaleVision Dice (Charlatan's Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls.

Won 1 gp and a dead slaad tadpole in a jar.

2021-07-23 18:30 DDAL10-05 A Blight in the Darkness 1 120 20 Chardalyn Breastplate (Armor of Necrotic Resistance), Wand of Pyrotechnics Show

Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor.

Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.

Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award.

Sing a Song of Vengeance. The characters earn this story award if they bring both Feral-Tongue and Kaskur back to Wyrmdoom Crag alive.

2021-01-21 22:09 Downtime Catchup 0 Show
2021-01-21 18:30 DDAL10-02 Gnashing Teeth 1 80 10 Sending Stones Show

Traded Boots of False Tracks, Ersatz Eye, Smoldering Armor and Unbreakable Arrow for Runestones.

Sending Stones. Wondrous item, uncommon. These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. 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.

Story Award: One Man’s Junk. You’ve caught the attention of a greedy mud mephit.

2020-12-24 20:00 DDAL10-00 Ice Road Trackers 1 80 20 Boots of False Tracks, Ersatz Eye, Smoldering Armor (Studded Leather), Unbreakable Arrow Show

Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field.