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Loot Healing Potion Driftglobe 2x Flail +1 If the characters defeat the animated chained library, one of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.
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Traded Driftglobe for Chardalyn Lute (Instuments of the Bards: Fochlucan bandore) with https://www.adventurersleaguelog.com/users/75992/characters/177131
Loot Helm of Comprehending Languages Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
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Loot Potions: Mind Reading Scorlls: Charm of Heroism Saddle of the Cavalier Wondrous item, uncommon While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Loot Potions: Scrolls: Ring of Swimming Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. Goggles of Night
Loot Potions: Heroism, Gaseous Form Scrolls: Bag of Holding Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Adventure Logsheet
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Traded Ring of the Ram for Rhythm Makers Drum +2 with https://www.adventurersleaguelog.com/users/75992/characters/183630
Loot Potions: Hill Giants Strenght, Oil of Slipperiness Scrolls: Greater Restoration Radiance Wand, uncommon (requires attunement by a spellcaster) Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Loot Potions: Scrolls: Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Adventure Logsheet
Loot Potions: Superior Healing Scrolls: Counterspell, Teleport Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. ~~Robe of Scintillating Colors~~ Wondrous item, very rare (requires attunement) 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.
Loot Potions: Scrolls: Ring of Shooting Stars Ring, very rare (requires attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres Lightning Damage 1 4d12 2 5d4 3 2d6 4 2d4 Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Loot Potions: Scrolls: Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Charm of Heroes Feast This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. See “Other Rewards” for more information on how charms work
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Loot Potions: Greater Healing, Ointment 5 Charges Scrolls: Elemetal Essence Shard (Water) Wondrous Item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. Hat of Wizardry Wondrous Item, common (requires attunement by a wizard) While you are wearing this item, you gain the following benefits: You can use the hat as a spellcasting focus for yourwizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence )Arcana) check. If the check succeeds, you cast the spell. If the checkfails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use thisproperty again until you finish a long rest.
Casted Magic Aura 30 Days to become Celestial
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Bought 4x Spell Components for Legend Lore Base 250GP and 4x Ivory Stripis 200 GP
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Loot Potions: 2x Healing, 2x Greater Healing Scrolls: Alchemy Jug Blue Alchemy Jug Orange Iron Bands of Bilarro Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. Boots of the Winterlands Wondrous item, uncommon (requires attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow. Censer of Controlling Air Elementals Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
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Bought 4x Ivory Stripis 200 GP
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Traded Robe of Scintillating Colors for Tome of Leadership and Influence with: https://www.adventurersleaguelog.com/users/75992/characters/161223
Adventure Logsheet
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bought spell component contingency
Loot Potions: Scrolls: Cli Lyre Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Loot Potions: 4 Potions of Speed, 4 Potions of Greater Invisibility, 2 Potions of Longevity, 2 Potions of Vitality, Potion of Diminution Scrolls: 1 Enervation, 1 Far Step, 2 Legend Lore, 2 Modify Memory. 7 Misty Step Manual of Quickness of Action Glaive of Vengeance Defender Dagger Spear of Backbiting Berserker Greataxe Rod of the Pact Keeper +3 Ring of Resistance Psychic Staff of Power Ring of Protection Flail +1 Gem of Seeing Bag of Devouring Nolzur's Marvelous Pigments (4 Pots)
Adventure Logsheet
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4x Greater Resto Components
Loot Potions: Superior Healing Scrolls: Staff of Striking Staff, very rare (requires attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
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Bought Superior Healing 3x
Adventure Logsheet
Loot Potions: Bought 5 Greater Healing Potions Scrolls: Crystal Ball of True Seeing Wondrous item, legendary (requires attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor. Sun Blade Hat of Disguise Ring of Spell Storing Staff of Fate Eyes of Minute Seeing Ioun Stone of Awareness Watchful Helm
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Bougth: 50 GP Diamond
Loot Potions: Scrolls: Robe of Eyes Charm of the Shadow Glass Ioun Stone of Awareness
Adventure Logsheet
Loot Potions: Scrolls: Netherisische Haushaltszauber (Wish) Charm of the Mirage Charm of the Sage Supernatural Gift (Charm) You can cast Divination, requiring no material components and using your Intelligence as the spellcasting ability. Once you cast the spell three times, the charm vanishes from you. Dwarven Half Plate Animated Shield Ring of Acid Resistance Tome of Leadership and Influence Tome of Understanding Anstuth Harp Golem Manual: Stone Wand of Polymorph Staff of Withering +2 Longbow
Loot Potions: Scrolls: Staff of the Shroomlands