Adventure Logsheet
Starting Gear Smuggler 15GP Bought 40 Arrrows 2GP
Bought Thieves Tools 25GP
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Got Potion of Healing
got Spellbook: Cantrips (at will): friends, mage hand, prestidigitation, ray of frost 1st level (4 slots): disguise self.fog cloud, mage armor, witch bolt 2nd level (3 slots): gust of wind, Melfs acid arrow, misty step
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Bought: Shortsword 10 GP; 40 Bolts 2GP; Bought Component Pouch 25GP
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got Potion of Water Breathing AUBRECK’S FORTUNE Aubreck will cover the cost of a single spellcasting service, level 5 or lower. This can only be redeemed once per player, and only while playing adventure content from Ghosts of Saltmarsh, DDAL-DRW01 Breaking Umberlee’s Resolve, DDAL-DRW02 Blood in the Water, DDAL-DRW03 Saving Silverbeard, or DDEP-DRW01 Assault on Myth Nantar.
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Spell Scroll of Phantasmal Force
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Trade with Desmond Orvell
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Trade with Aramis Cole
got 2 Potion of Water Breathing
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Trade with Claire Weiss
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Triumph Regardless of how the party’s strike unfolded, the characters are sent to the rear of the attacking force for rest, healing, and eventual escort back to Saltmarsh. The characters’ degree of success depends on how many victory points they achieved during the assault. Several hours after returning to Saltmarsh, the town council informs the party of the attack’s success and presents them with their reward: Total Victory (126 or more victory points). The characters effectively gained control of the entire first level of the fortress. This caused the remaining sahuagin to panic before Saltmarsh’s forces crashed into their defenses. Any sahuagin fortunate enough to escape are unlikely to ever be heard from again. The Saltmarsh council rewards the party with 1,400 gp, three random items from Magic Item Table F in the Dungeon Master’s Guide- They also grant the characters a favor, as noted above, but to wherever the characters please. free passage aboard a ship headed to any seaport within a week’s travel of town. This favor can be called in whenever the characters please. If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use, rent-free, whenever they wish.
Santa Maria Naming Ceromony Participating in the ceremony and successfully naming the ship binds the characters to it. They now have proficiency in Wisdom (Survival) checks and advantage on death saves while aboard the ship.
Adventure Logsheet
Got Potion of Greater Healing
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Got Scroll of Gust of Wind & Control Water, 10 Crossbow Bolts +2
Got Cudgel Ram für the Ship: Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all saving throws relating to crashing when it crashes into a creature or object. The ship and the ram suffer no damage in the crash. These benefits don’t apply if another vessel crashes into the ship with the naval ram attached. Used: AUBRECK’S FORTUNE Aubreck will cover the cost of a single spellcasting service, level 5 or lower. This can only be redeemed once per player, and only while playing adventure content from Ghosts of Saltmarsh, DDAL-DRW01 Breaking Umberlee’s Resolve, DDAL-DRW02 Blood in the Water, DDAL-DRW03 Saving Silverbeard, or DDEP-DRW01 Assault on Myth Nantar.
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Trade with Tristan Balor
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Trade with Desmond Orvell
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Renown Item
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Used Saltmarsh Downtime activity to purchase Very Rare Magic Item for 30 Downtime and 2500 GP
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Bought: Diamond worth 300GP Diamonddust worth 100GP 3 Times
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Discard
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Renown Item
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Trade with Tristan Balor
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Daraguks Favor The djinni will perform a single favor a character in exchange for that character spending 30 downtime days on the island, regaling it with tales of the world. This favor can’t have a permanent effect, nor will the djinni grant or loan a magical item.
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Turmish Hospitality As a thanks for their aid in uncovering the Thayan plot, Turmish become a safe harbor for the characters, and they are always offered a place to stay. Zehira remains a friend to the party.
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Discard Item
Adventure Logsheet
Got Potion of Vitality
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Trade with John Glory
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Got Potion of Invisibility, Got Potion of Poison
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Trade with Porthos Bane
Got +1 Arrow x11, Got Potion of Water Breating, Bought Winter Clothes 4GP, Bought Spell Components Find Familiar
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Trade during Session with Fynn; Player: Joly
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Trade during Session with Fynn; Player: Joly
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discard
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Trade with Lorian Wintersong
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Trade with Moor
Got Scroll of Protection Against Elementals
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Trade with Thonak Swiftfoot Ganu-Miala
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Got Potion of Growth
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Bought Spell Scroll Haste x10 for 3000 GP
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Trade with Lorian Wintersong
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Trade with Moor https://www.adventurersleaguelog.com/users/7997/characters/40309
Adventure Logsheet
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Trade with Sen https://www.adventurersleaguelog.com/users/7997/characters/51424
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Sold: Leather Armor (Starting Equipment) 5GP; Longbow (Starting Equipment) 25GP Bought: 100 Arrows 5GP Bought: Spell Scroll of Catnap 3x 300GP = 900GP Bought: Components for Find Familiar 3x 10GP = 30GP Bought: Diamond Worth 300GP Bought: Spell Scroll of Death Ward 4x 500GP = 2000GP
Got Potion of Greater Healing
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Discard
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Trade with Tristan Balor https://www.adventurersleaguelog.com/users/7997/characters/30026
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Bought 10x Potion of Healing 50GP Bought 10 Potion of Greater Healing 100GP
Adventure Logsheet
Death’s End. You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb) During the course of this adventure, the characters may earn access to the following downtime activity. If none of the death giants were taken from the crypt Dessa is thankful for the characters’s help and offer them the chance to enter the temple to perform the following activities at the conclusion of the adventure. If the characters took the treasure from the crypts Dessa is angry and they cannot utilize these downtime activities. During the course of this adventure, the characters may earn access to the following downtime activity, usable only once. Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation.
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Player Name: Nemo Character: Olli DCI: 9318732035
Adventure Logsheet
Got 20x +1 arrows 1x arrow of giant slaying 1x potion of poison 1x Spell Scroll of Divine Word 1x Spell Scroll of Greater Restoration 1x Spell Scroll of Word of Recall
got Potion of fire giant strength got 6x Arrows +2 got A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target got A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target got A bolt of vapors, which casts stinking cloud centered on the point it hits
Adventure Logsheet
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Player: Carsten G. Char: Briril Magmyar DCI: 2320817888 https://www.adventurersleaguelog.com/users/28511/characters/68094
Adventure Logsheet
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Trade with https://www.adventurersleaguelog.com/users/7997/characters/34103
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Trade with https://www.adventurersleaguelog.com/users/7997/characters/28499
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Bought 5x Spell Scroll of Mending - 125GP 5x Spell Scroll of Light - 125GP 10x Spell Scroll of Mage Armor - 750GP 4x Spell Scroll of Gentle Repose - 600GP 3x Spell SCroll of Remove Curse - 900GP 3x Potion of Superior Healing - 1500GP
4 Hours Played Thanks of Ilmater You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia. Boon of Immortality
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5 Hours Played Various devils hawk their wares here, from peddlers of thankfully unidentifiable meat to potions and scrolls (up to uncommon rarity; all 50 gp each). A few devils engage in the trade of damned souls that have been compressed into soul coins; these cost 20 downtime days and only one coin can be sold to any single character. Got 1 Conjuration Spell Scroll of 8th Level Got 1 Potion of Table A, B, C, D or E
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3 Hours Played Got 4x +3 Arrows Cantor cast Wish: resistance to bludgeoning damage. 19.09.2021 Marc Lucksch (Maluku) 5203740222 DDEP06-03 Hecatomb adventurersleaguelog.com/users/27841/characters/67351 Blessing of Protection Blessing, unique [cannot be traded; does not count as a permanent magic item] You gain a +1 bonus to AC and saving throws. Your eyes have developed small flecks of brilliant gold, and your senses seem just a little bit sharper. This can be found in the Dungeon Master’s Guide. Charm of Vitality Blessing, unique [cannot be traded; does not count as a permanent magic item] You expend this charm to immediately gain the effects of a potion of vitality. This can be found in the Dungeon Master’s Guide.
Adventure Logsheet
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Trade with https://www.adventurersleaguelog.com/users/7997/characters/34103
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Trade with https://www.adventurersleaguelog.com/users/7997/characters/34103