Adventure Logsheet
Fuzzy Hands PHB2024 Story Species: Tabaxi Size: medium Base Walk Speed: 30 ft. Ability Scores: STR: 8 DEX: 15 (+2) CON: 14 INT: 10 WIS: 15 (+1) CHA: 8 ASI: DEX (+2), WIS (+1) Class: Monk Proficiencies: Weapons: Simple weapons and Martial weapons that have the Light property Armor: none Tools: Cook`s Utensils Saving Throws: STR&DEX Skills: Acrobatics&Insight Starting Equipment: Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP Chosen (B) Background: Nomade (Costoum) Ability Scores: DEX & WIS Feat: Tough Skill Proficiencies: Medicine, Nature Tool Proficiencies: Woodcarver`s Tools Equipment: (A) Sickle, Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, Traveler’s Clothes, 30 GP; or (B) 50GP Chosen: (B) Equipment: Bought: Explorers Pack -10 GP Cook's Utensils -1GP Woodcarvers Tools -1GP Traveler's Clothes -2GP 2 Healing Potions -50GP
Loot +62,5 GP +10 DT Days Bear Fur Coat (Robe of Usefull Items) Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. Wooden Ladder (24 ft long) Riding Horse with a Riding Saddle 2 Mastiff Portable Ram 3x 4 Potions of Healing Bag of 100 GP Spellscroll of Call Lightning Spellscroll of Lesser Restoration Rowboat (12 ft long) Chardalyn Sword (Moon Touched Longsword) Item Flavor: "This sword is made from brittle Chardalyn infused with the icy wrath of an entire blizzard, every time the blade swings through the air an eery melody can be heard that has a striking resemblance with the Rime of a certain Frostmaiden." Minor Property: Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. Item Description: Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Chardalyn Lute (Instuments of the Bards: Fochlucan bandore) Item Flavor: "This intricate Lute is made out of chardalyn, when played it silently whispers dark and cold ideas into your mind, urging you to commit unspeakable things. Like building a snowman for example." Minor Property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Item Description: Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument Fochlucan bandore Entangle, Faerie Fire, Shillelagh, Speak with Animals
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Bought Potion of Pugilism Used Patch from Robe of Usefull Items fro 100 GP
Adventure Logsheet
Loot used Rowboat Patch Bead of Refreshment (x3) Eyes of the Eagle Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Minor Property: Gleaming This item never gets dirty. Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss. FOS-06 Story Award: Fist Still Burning You saved a member of the mercenary group "Flaming Fists". For that service, you may be able to call in a favour from them.
Loot Frostblood Rune (Bloodwell Vial +1) This old and ancient rune bears the giant rune of frost and seems to be filled with arcane energy that radiates outwards with a cold light. Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. Minor Property: Beacon, 10ft bright and 10ft dim magical light. Chardalyn Dagger (Sylvan Talon Dagger) This pristine dagger seems to be made out of black ice that radiates a cold aura and whispers dark thoughts into your head. Weapon (Dagger), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn. Minor Property: Guardian (+2 Initiative) Frost Brand Tattoo (Spellwrought Tattoo: Fireball) "It's a free fireball, what do you want more?!" -DM Source: Tasha's Cauldron of Everything Wondrous item (tattoo), rarity varies (Uncommon) Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
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Bought Pugilism Potion
Adventure Logsheet
Loot used 1 Potion of Healing Patch and Used 3 of them 2 Potion of Healing 1 Potion of Animal Friendship Heward's Handy Spice Pouch Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Mithral Splint Armor Armor (Splint Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Confident. The item helps you feel self-assured.
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Bought Potion of Pugilism
Loot used 1 Patch of Healing Potion +1 Anti Toxin**** +5Healer Kits Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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 ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. Mithral Plate Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Gem of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Dust of Disappearance Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Eldritch Claw Tattoo Wondrous Item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Adventure Logsheet
Loot Potion of Psychic Resistance 5 sling bullets +1 Potion of growth The Soothsinger (Doss Lute) Wonderous Item, Uncommon (Requires attunement by a bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards 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 play the instrument to 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. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.