Adventure Logsheet
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Downtime for DM-Reward and Starting Gold
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Part 1
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Part 2
Adventure Logsheet
Story Award: Twin Destinies While visiting the town of Bloodvahrer you came across a pair of twins, Yrsa and Gulli, who have arcane abilities. Blodvahrer is not a hospitable place for arcane casters at this time, and when the twins approached you for help in leaving town, you gave it. Traveling with the twins, even if for a short while has shown you that their powers are quickly growing in strength, but that unfortunately their control of them is not growing at an equal speed. It did however give you the chance to witness an actual rain of frogs. The twins left your company in Olafstaad to be reunited with their father who has joined a group called the Initiates of Flame. What the future holds for these two is anyone’s guess. Moonshae Isles Faction: Initiates of the Flame This group seeks to perpetuate the original vision that the great mage, Flamsterd, had for the Moonshaes. The Initiates are said to have been formed by the master himself from his original faithful apprentices. While most of them fell victim to power struggles and petty bickering and consequently Flamsterd’s wrath, a few stayed faithful to his vision of using their powers unselfishly to benefit their island. Some of his apprentices survived their teacher’s wrath and sought to redeem themselves by extending his vision to all of the Moonshae Isles. Once an order strictly of wizards, their message has begun to resonate with many of the heroes of the Moonshaes and now includes members of every skill. Join the Initiates if... • application of lawful doctrine is important to you • you like helping others bring order to their lives Gorm Gudbranson, father of Yrsa and Gulli, is a member of the Initiates of Flame, an organization that seeks to redeem the reputation of arcanists in the Moonshae Isles. Gorm approaches any characters who seem to share these tenets and encourages them to join, even giving them the symbolic wand that is their insignia. Story Award: Capt. Bluto’s Blunderbuss This smoke powder musket was owned by the feared giff pirate, Capt. Boris Blutovich. Possessing this item has both advantages and disadvantages in the Moonshaes. The item is first and foremost a deadly weapon. It is a martial ranged weapon that does 1d12 piercing damage, weighs 10 lbs., has a range of 40/120, and has the loading, two-handed firearms, and ammunition properties. Because of the age of the powder, there is a 25% chance that a shot misfires. If a misfire occurs, the bullet doesn’t discharge and the powder flashes, blinding the shooter until the end of its next turn. There are three silvered shot bullets, and just enough smoke powder left for each one. These shots may only be used during a Moonshae Isle adventure. If the character plays an adventure outside of the Moonshae Isles, the powder goes bad and is no longer usable. This item comes from another world and works unlike any other. Ammo and powder cannot be crafted for it. Once the three shots are used, or the powder goes bad, it becomes a mundane object and may never be operated again. It cannot be duplicated magically. This is NOT a magic item. The blunderbuss is a recognized item in the Moonshae region. Even those who haven’t seen it, may recognize it based on local stories. At the DM’s discretion, it may evoke strong reactions of celebration, fear, or anger. Pirates of Silver’s Blade react with deadly intent. Story Award: A Debt Owed in Silver You have killed Capt. Bluto and now the pirates of Silver’s Blade seek you out for revenge. Through a variety of underworld contacts and possibly divinations, they have identified as the killer. They won’t rest until you’re as dead as Capt. Bluto, but there may be ways to buy them off in the future. Monshae Isles Faction: Moonshae Trade League This group believes that the best way to bring power and prestige to the Moonshaes is to expand trade with other cities and nations of the Sword Coast. Originally formed by investors from Amn, recent influx of money and influence from Baldur’s Gate, Waterdeep, and Luskan have shifted attitudes. While Amn influence is still a strong force, the trade league decided it’s best if decisions were controlled by guilders actually based in the Moonshaes. Their business practices, however, have changed little, if at all. The Trade League seeks to expand their trade and holdings throughout the Moonshaes. Based primarily in Snowdown, they’ve established outposts, camps, and even villages on many of the other islands. Often, this expansion of enterprise comes at the expense of the local resources of the area, straining their relationship with the Defenders of the Earthmother. Join the Trade League if... • you are interested in obtaining wealth and assets • you like diplomacy and political intrigue Among the Halfling Snowdown merchants captured in this adventure, there is a Moonshae Trade League Ambassador. The ambassador approaches any characters who seem to share these tenets and encourages them to join, even giving them the symbolic coin that is their insignia.
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Traded with Teresa: https://www.adventurersleaguelog.com/users/9490/characters/57941
Adventure Logsheet
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Traded with Charity https://www.adventurersleaguelog.com/users/9490/characters/52500
Friend of the Baucha Tribe You saved the darklings fleeing the monstrous cave fisher, and acted with friendship after. Should your paths cross again, you are hailed as an ally of the Baucha [BOU-ka] tribe of darklings, and have advantage on non-Intimidation Charisma ability checks when interacting with them. If you attempt to use Intimidation on a member of the Baucha tribe, this story award is removed.
Adventure Logsheet
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Level 5 Item
+Potion of Greater Healing +Potion of Flying +Potion of Mind Reading +Scroll of Protection (Fiends) 3 Weapons returned +2xScroll of Greater Restoration +2xScroll of Revivify +Scroll of Raise Dead
The Sacred Oath You agreed to take Miriam’s mission as your own, placing it above all others and taking a Sacred Divine Oath. While playing WYC 1 mods, you have advantage on any save that would cause you to act against this oath. If you should tier out by playing other adventures before finishing the series, you will have disadvantage on all social checks with the priesthood of Aumunator for violating this sacred oath. Marked by the Fire of Imix You personally experienced the searing heat of a devastation orb first hand and, while it was only an illusory experience, the flames marked you even now. On your left hand a burnt marking of Imix appears. While you have this story award, you have advantage on all Charisma checks with members of the Cult of Burning Hatred and disadvantage on all Charisma checks to interact with clergy of any good aligned deity who also has the light domain, Miriam of Aumunator being an exception. This story award may be referenced in other WYC modules.
Adventure Logsheet
+Potion of Resistance (Fire)
Rejected You have decided not to follow Miriam’s inquisition against the Cult of the Radiant Dawn, for reasons that are your own. You may never acquire spellcasting services from the Holy Cathedral of the Sun and all spellcasting services in Melvaunt cost double for this character. Further, you have advantage on Charisma checks with followers of Lathander who appreciate your standing up to Miriam’s new inquisition.
+Potion of Greater Healing +Potion of Cold Resistance The Realms Are One You have chosen to unite both sides of Nyx under Aesandoral the Lord of Winter and Ananeira, First Daughter of the Night Sky. The domain has been strengthened and can more easily resist the corruption of the Shadowfell. This will lead to better odds in WBW-DCAA-ASHALON-02 Under the Cover of Stars Winterborn You have impressed Aesandoral the Lord of Winter with your strength and resilience, and he has rewarded you with his patronage. If you so desire, you may choose Aesandoral as a warlock patron. Those with his favor are now cold to the touch and notice that their eyes have turned a cold, winter gray.
Adventure Logsheet
+Potion of Greater Healing Astral Apprentice Because she has noticed your intellectual prowess and passion for new discoveries, you are now the apprentice of Ananeira, First Daughter of the Night Sky and Nyx’s premiere scientist. You agree that you will subject yourself to the occasional experiment and will be bound to discuss the mysteries of the cosmos with the archfey. You may also choose to have Ananeira as a warlock patron. Ananeira’s warlocks often have twinking stars as eyes or glittering skin. Magical Gift of Training If the adventurers so choose, they can learn the following skills from either of the archfeys: - Arcana (Ananeira) - Animal Handling (Aesandoral) You have acquired the interest of one of the ruling archfeys of Nyx, and you may learn their favorite talents from them. You must spend 100 downtime days plus 100 gp to gain this benefit. Training. This normally costs 250 downtime days and 1gp/day (PH 187) and is also limited to languages or tool proficiencies. The archfey instead grants a specific training or daily inspiration. The adventure must specify which language, tool proficiency, or skill proficiency the archfey grants through training. A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the gift.
+Potion of Growth +Potion of Water Breathing +Dust of Disappearance For winning Adarna’s respect in a game of Balut – you have found someone to play Balut with you for as long as you would like. You receive the Magical Gift of Training towards the Gaming Set (Dice) Tool Proficiency. By spending 50 downtime days, you can earn this tool proficiency. You are free to travel to Andelein whenever you wish and play Adarna in games of Balut. Hero of Andelein You saved Andelein from petrification by putting Adarna back into the mountain.
Travel Takes Time You took 6 long rests as your party spent 6 full days of travel to the bottom of the Feydark and return to the surface.
Adventure Logsheet
+Potion of Resistance (Necrotic) +Potion of Resistance (Force) +Potion of Resistance (Psychic) Vecna's Eye You have slowed down the progress of the Votaries of Vecna in their research towards developing new forms of undead. Know that Vecna may have noticed you, as the Arch-Lich keeps his gaze on the worlds and planes. Bridge Between Worlds Later in your adventuring, and through your adventuring contacts, you hear that the Treaty of Amn and Andelein was created. The inhabitants of both planes have committed to cooperating with each other in times of need, and you know that your heroic deeds played a role in forging this. The world is left in a better place than you had found it. Knight of the Feywild You have sworn your everlasting fealty to Alindaya. You vowed to forever protect nature, and to answer the call of Andelein in its time of need. Through the magical bond of your word, the blade Manthor was gifted to you. Gift of Magical Training: Insight For seeing the truth in others, the good that could be, and bringing it into the world, Alindaya gifts you with magical training. With a wave of their hand, you become proficient in the Insight skill. You must spend 100 downtime days plus 100 gp to gain this benefit. Training. This normally costs 250 downtime days and 1gp/day (PH 187) and is also limited to languages or tool proficiencies. The archfey instead grants a specific training or daily inspiration. The adventure must specify which language, tool proficiency, or skill proficiency the archfey grants through training. A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the gift.