Adventure Logsheet
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Starting Log: Race: Goblin Dex +2, Con +1 Ability Score Point Buy: Str 8, Dex 15, Con 15, Int 10, Wis 14, Cha 8 => Str 8, Dex 17, Con 16, Int 10, Wis 14, Cha 8 Equipment from Background: (Urchin) A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp from Class: (Fighter) chain mail, two martial weapons (shortsword), a light crossbow and 20 bolts, a dungeoneer's pack sold: 2 hand crossbows (75 gp), chain mail (37,5 gp) bought: thieves' tools (25 gp), 2 shortswords (20 gp), whip (2gp), sling (1 sp), 20 sling bullets (4 cp), studded leather (45 gp), shield (10 gp)
bought: Eintopf (2sp), 5 x Bier (5 x 4cp), Zimmer (5sp)
gave 1 gp for the Fortune Teller Loot: 1x Potion of Flying Trinket (A wand that summons a mundane toad once per day)
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thrown away...
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traded with Zsardrasz (~https://www.adventurersleaguelog.com/users/9980/characters/66260)
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+10 DT
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traded with Captain Nelson McGriffith (https://www.adventurersleaguelog.com/users/9980/characters/91587)
Rebuild Species Goblin Languages Common, Elven and Draconic . Background Criminal Origin Feat: Alert Skills (Background) Stealth, Sleight of Hand Tool Proficiency (Background) Thieves' Tools . Class Ranger Skills (Ranger) Animal Handling, Insight, Survival . Ability Score Increases: * +2 on DEX, + 1 on WIS . *Point Buy STR 8 DEX 15 CON 14 INT 8 WIS 15 CHA 10 => STR 8 DEX 17 CON 14 INT 10WIS 16 CHA 8 . Equipment took the Gold Option: 200 gp (Ranger + Background) . catching up 1 Level = 10 Downtime bought Scimitar, Shortsword +1 (Level 5), 2 Daggers, Whip, Longbow, 20 Arrows, Quiver, Druidic Focus (a Boars Tusk), Explorer's Pack, Dark traveller's Clothes including Hood, Thieves' Tools, Crowbar, Pouch, Material Component for Summon Beast (a feather, a tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)
Loot: 8 Potions of Healing 1000 gp Mundane Treasure: 1 Healer's Kit 1 Alchemist's Fire (flask) Adventuring gear 1 Spell Scroll of Magic Weapon 1 Potion of Hill Giant Strength This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Damage: 1d4 Damage Type: Fire Properties: Improvised Weapon Range: 20 Weight: 1 Downtime Activity: Catching Up 1 Level