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Starting Gold, Inherited Malevolence
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Faction Item
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Renown Item
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gone
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gone
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also gone :(
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Traded with Wrenn "Rocky" Illian (https://www.adventurersleaguelog.com/users/9490/characters/51187)
1x Scroll of Revivify 2x Scroll of Raise Dead 2x Scroll of Greater Restoration
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Magic Item Limit
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Traded with Lady Fio of Daggerford (https://www.adventurersleaguelog.com/users/9490/characters/58278)
Durthan's Curse You have been marked by the evil Durthan. Any witch that survived this battle will be able scry you and will do so unless you take precautions to prevent it. If you are not able to prevent the scrying, your party will have disadvantage on all initiative checks in combats that involve one of these three Durthans or any of her minions. You are also at a disadvantage on stealth checks to surprise these Durthans or their minions. Friend of the Rashemen You have earned the respect and regard of the Rashemi people by rescuing the Vremyonni and returning the wychlaran mask.You have advantageon all social checks with the people of Rashemen if they know your name and what you did.
Knight of the Order of the Silver Dragon You have been anointed as a Knight of the Order of the Silver Dragon. You have sworn to the following oath. * To protect those that canât protect themselves * To oppose evil wherever you find it * To seek a peaceful solution to all conflicts if possible. Good dragons across the lands that see your emblem will look favorably upon you. Fangjaw Citizen You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjawâs protection will give you and your traveling companions safe passage. Rashemi Regard You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you.
Adventure Logsheet
+Potion of Invulnerability Honorary Wychlaran (Requires that you have been awarded two counts of Rashemi Regard or Rashemi Regard and Friend of Rashemen in other adventures; Female spellcasters of good or neutral alignment only ) You have been accepted into the ranks of secretive Rashemi Witches known as Hathrans. From this point forward, you may enter the sacred Ashenwood, and other Rashemi will look upon you with respect and look to you for leadership. You have also been gifted with a spirit totem, and a mask of the wychlaran has been made for you in the shape of that spirit. Fangjaws Nobility (Requires that you are already a Fangjaws Citizen.) You have further served FangjawsHold and have been rewarded with nobility. From this point forward, you may purchase a house in the Little Moonsea district for 2000 GP and 20 downtime days. This also increases your lifestyle expenses by 1 GP. In addition, you may administer justice to the citizens of Fangjaws Hold.
Gained 3 Soul Coins Spend 3 Soul Coins to learn Infernal
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Traded with Tina Bradfort (https://www.adventurersleaguelog.com/users/9490/characters/73719)
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Traded with Thors (https://www.adventurersleaguelog.com/users/9490/characters/71094)
4h/12h
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Traded with Eva King Walker (https://www.adventurersleaguelog.com/users/2540/characters/68317)
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Magic Item Limit
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Traded with Lady Fio of Daggerford (https://www.adventurersleaguelog.com/users/9490/characters/58278)
8h/12h Naivara's Spellbook This simple black leather book with a setting sun on the cover in gold might be a journal in any other hands, but in the hands of a wizard, it is something else, something greater. 1st: cause fear, mage armor, shield 2nd:hold person, mirror image, misty step 3rd: counterspell, haste, thunder step 4th: blight, greater invisibility 5th: steel wind strike Fate of the Recipe You gave the recipe for the unicorn blood potion that permitted corporeal undead to ignore the effects of sunlight to: * If you gave this rare tome to someone with whom you have an enmity (either them personally or a faction they represent), you can remove that story award and this one. * If you gave the book to someone with whom you do not have a negative relationship (either them personally or a faction they represent), you are considered to have a Favor with them, if that specific Favor is ever important. * If you attempted to destroy the book and failed, you are barred from future access to the Library of Trees. * If you instead destroyed the book, well, the knowledge is gone for now, but is knowledge ever truly lost, or merely forgotten for a time? Investor in the Future You have declined immediate payment for an investment in Mulmasterâs future, helping the city greatly during this troubled time. Your lifestyle costs when spending downtime in Mulmaster in the future are reduced by 1 gp per day, as your investment begins to pay dividends. Additionally, your name is known among Mulmasterâs elite as someone with the cityâs interests at heart. What effect this might have on future opportunities remains to be seen.
12h/12h Got an Owlbear Plush with Imitation Plate Armor Membership in the Royal Order of Tarrasque Herders. Dryearth has offered you membership in the Order if you swear an oath to come to need of any civilized people threatened upon the return of the true tarrasque. This award may have additional repercussions in future QCC modules. The Ecology of the Tarrasque. Your research on the tarrasque grants you an encyclopedic knowledge of the history and lore of this creature. This award may have additional repercussions in future QCC modules. Honorary Bullywug For helping to free their god from the bonds of oppression, a bullywug tribe of Chult owes you a life-debt. Should you ever find yourself in the presence of this bullywug tribe in Chult during a future QCC adventure, you will be treated as an ally. Should you ever willingly kill a froghemoth while in Chult or in the presence of a bullywug, this story award is lost.
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Level 5 Item
My Teddy Bear Has Claws Your generosity and good nature were on display by agreeing to play Jimâs game, despite hearing the ridiculous rules. As you leave the clearing where The Magician Randel Malark Ambledragonâs house is, you feel something squirming in your pocket. A tiny Zorbo pops its head out and looks at you. This tiny zorbo is utterly harmless as fits in the palm of your hand. This creature has no mechanical effects and is a pet only, albeit a mischievous pet that loves playing games.
Adventure Logsheet
Deep Delver Your successes in the dungeons of Undermountain have brought you glory in the city above. You earn any additional point of renown. Whenever you return to Waterdeep following a successful expedition into the dungeons of Undermountain, you gain a free healing potion. Tavern Hero Your actions were noteworthy in rescuing Durnan the Innkeeper from the dungeons of Undermountain. The proprietor of the Yawning Portal has granted you free accommodation and drinks in his inn for the rest of your life and commissioned a portrait of your group to hang in the taproom until the end of time.
+Potion of Speed Banned: Maladomini Maladominiâs prevailing theme is truth, and the truth is⌠youâve violated the laws of this place. Whether youâve done so knowingly or not, Baalzebul, lord of the seventh layer of the Nine Hells, has deemed you guilty of this transgression and has banned you from ever returning. You canât participate in further adventures in this place. A character with this story award may visit other areas of the Nine Hells but has been banned from Maladomini.
+Potion of Invisibility +Scroll of Symbol +Scroll of Synaptic Static
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Traded with the Trading Post
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Scroll of Holy Weapon from the Trading Post
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Scroll of Holy Weapon from the Trading Post
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+Potion of Vitality
+Potion of Superior Healing +Potion of Fire Breath Grosvenson With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.
+Potion of Supreme Healing
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+Oil of Sharpness +Spell Scroll of Fizban's Platinum Shield
Soargarâs Legacy â Iltornar You are in possession one of Impilturâs missing legendary swords. Iltornar, the Goretooth is broken in three pieces and canât be repaired by normal means.
Adventure Logsheet
+Spellwrought Tattoo of Steel Wind Strike Favor of the Lords You did your duty towards Bay Town and the Council. The town continues to serve its purpose for the realm. The Lords of Imphras are pleased. Soargarâs Legacy â Ulfindos You have made an ally of Ulfindosâ wielder. Narsysa vows to come to your aid with the legendary blade when you need her most. Goretooth Reforged Thorn Spurs uses The Arcatharytissâ essence to reforge Iltornar. Its negative energy lives on in the new blade. It is now a wieldable weapon that doesnât count as a regular magic item. This is a special story award for the Lost Swords of Impiltur series only and cannot be brought to unrelated adventures. It overwrites the âSoargarâs Legacy: Iltornarâ story award. The reforged sword has the following properties only: It acts as a greatsword, +2 that bypasses a characterâs attunement limits. The character is always attuned to the Goretooth. When a melee attack made with it hits, the target takes an extra 2d6 acid damage. Goretooth Reforged has 4 charges of Melfâs acid arrow (as a 5th-level spell, DC 17). One charge can be expended as an action at a single target within range. The sword regains one charge when its wielder commits an act of selfishness or greed.
+Spell Scroll of Teleport +Potion of Superior Healing Minor Noble Lord Casplardann has awarded you a Grant of Arms, allowing you to place âLordâ or âLadyâ before your name and legally display your heraldic crest on a shield or banner. While in Thentia, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. In addition, you can secure an audience with a Thentian noble if you need to.
+Potion of Heroism +Potion of Invulnerability +Spellwrought Tattoo of Death Ward Enspelled Staff (3rd level â Aura of Vitality, Harmonious) Staff, rare (requires attunement by a Spellcaster) This slender staff is carved from pale crystal that hums faintly when held, its surface etched with flowing runes that glow in gentle rhythm like a heartbeat. When raised, the air around it thrums with warmth and resonance, threads of light weaving outward in concentric ripples. Those who stand within its presence feel their strength return in harmony, as though the staff itself were conducting the melody of life. Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff âs last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The level of the spell bound into the staff determines the spellâs saving throw DC 15 and attack bonus +7. Harmonious. Attuning to this item takes only 1 minute. Enspelled Weapon (Shortbow, 5th level â Swift Quiver, Sentinel â Dragons) Weapon (shortbow), very rare (requires attunement) This shortbow is fashioned from ivory-hued horn reinforced with silver inlay, its limbs carved into the likeness of coiled dragons whose wings stretch along the curve. When drawn, the carvings seem to stir, scales glinting as if alive, and the faint whisper of leathery wings fills the air. Arrows nocked to the string shimmer briefly with spectral dragon heads, streaking toward their marks like hunting wyrms. Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spellâs saving throw DC 17 and attack bonus +9. Sentinel. This item glows faintly when dragons are within 120 feet of it. Enspelled Weapon (Light Hammer, 5th level â Holy Weapon, Beacon) Weapon (light hammer), very rare (requires attunement) This small but weighty hammer is forged of bright silver-steel, its head etched with sunburst sigils that glow faintly even in darkness. The haft is bound in white leather and when the weapon is lifted, a soft golden radiance gathers along its edges. Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spellâs saving throw DC 17 and attack bonus +9. Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Enspelled Weapon (Blowgun, 4th level â Guardian of Nature, Guardian) Weapon (blowgun), very rare (requires attunement) This slender blowgun is carved from living wood, its surface still sprouting tiny leaves that shift with unseen breezes. Vines coil delicately along its length, blooming with faintly glowing blossoms when raised to shoot. The darts it launches hum with primal energy, trailing motes of green light as if carrying the breath of the wild itself. Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spellâs saving throw DC 15 and attack bonus +7. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you donât have the Incapacitated condition.