Adventure Logsheet
Eoin, "Red Mist" Size: 170 (medium) Weigth: 45kg Eyes: Blut Rot Hair: Schwarz Skin: gut gebräunt Costomizing your Origin: Race: Halfelf (Dhampier) Skill Proficiencies: Perception (SRD), Persuasion (SRD) Language Proficiencies: Common, Elvish, Abyssal (SRD) Source: Ability Two +1, one +2 Chose: Dex +2, Wis +1, Int +1 Ability Score Point ´Buy: St 8, Dex 15, Con 14, Int 12, Wis 13, Cha 10 Choose a Class: Rogue (PHB) Weapon Proficiencies: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Armor Proficiencies: Light Armor Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation Tool Proficiencies: Thieves' Tools Expertise: Investigation, Perception Thieves' Cant Choose a Background: Lost Coin (Spy) Skill Proficiencies: Deception, Stealth Tool Proficiencies: Forgery kit, Disguise kit (Prof. Swop: Thieves' Tools für Forgery kit) (Prof. Swop: Dice Set für Disguise kit) Chosen Feat: Magic Initiate Chose: Wizard Cantrips: Booming 'Blade, Mage Hand 1lvl Spell: Fog Cloud Class Equipment Leather Armor, Dagger (2), Thieves' Tools, Rapier, Shortbow,Quiver,Arrows (20), Burglar's Pack Equipment from Background (Spy) Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp Biography (True Name: Aurellia Duskheart) . Aurellia Duskheart, alias Eoin, wurde in ein Leben voller Verbrechen hineingeboren. Ihre Mutter, Sylfiel Duskheart, war ein Mitglied der Coin Spinner, einer berüchtigten Bande in der Stadt Luskan. Die Bande operierte vom alten Klarlichttempel von Tymora aus und nutzte wohltätige Aktivitäten wie die Speisung der Armen als Deckmantel für ihre kriminellen Aktivitäten, zu denen auch Erpressung und Schutzgelderpressung gehörten. Der Name der Bande leitet sich von der Münze ab, die das Symbol von Tymora war, und ihr Emblem war eine Münze, die sowohl das Symbol von Tymora als auch das von Beshaba enthielt. Eoin war ein Halbelf-Vampir-Mischling, und ihre Mutter hatte ihr von klein auf die Kunst des Diebstahls beigebracht. Sylfiel war kein guter Mensch, und Eoin litt am meisten unter der harten Behandlung durch ihre Mutter. Ihren Vater hat sie nie gekannt, und ihre Mutter hat nie von ihm gesprochen, außer dass sie sich nicht an die Nacht seiner Zeugung erinnern konnte. Als Eoin heranwuchs, wurde sie von ihrem Leben in der Bande zunehmend desillusioniert. Sie sah aus erster Hand das Leid, das die Coin Spinner unschuldigen Menschen zufügten, und sie wusste, dass sie für sich selbst etwas anderes wollte. Als sie zwanzig Jahre alt war, ergriff sie ihre Chance zur Flucht. Mit einem beträchtlichen Teil der unrechtmäßig erworbenen Gewinne der Bande entkam sie unbemerkt und begann ein neues Leben auf eigene Faust. Eoins erste Jahre auf sich allein gestellt waren schwierig. Sie hatte kaum andere Fähigkeiten als die einer Diebin, und sie musste sich auf ihren Verstand verlassen, um zu überleben. Sie nahm jede Arbeit an, die sie finden konnte, einschließlich Söldnerarbeit und sogar Attentate, wenn der Preis stimmte. Sie war gut in dem, was sie tat, aber sie verlor nie aus den Augen, dass dies alles nur ein Mittel zum Zweck war. Sie wollte sich ein neues Leben aufbauen, eines, in dem sie nicht ständig über ihre Schulter blicken musste, eines, in dem sie sich von den Schatten ihrer Vergangenheit befreien konnte. Eoins Chance auf ein neues Leben kam, als sie eine Gruppe von Abenteurern traf, die durch Luskan reisten. Sie waren auf der Suche nach einem mächtigen Artefakt aus einer nahegelegenen Ruine und brauchten jemanden, der sich in der zwielichtigen Unterwelt der Stadt auskannte, um ihnen zu helfen. Eoin zögerte zunächst, aber etwas an der Gruppe gefiel ihr. Sie waren mutig, und sie kämpften für eine Sache, die größer war als sie selbst. Sie erinnerten sie an die Person, die sie sein wollte. Eoin willigte ein, den Abenteurern zu helfen, und sie erwies sich als unschätzbare Bereicherung für die Gruppe. Sie kannte die Stadt wie ihre Westentasche, und ihre Fähigkeiten als Diebin und Attentäterin kamen ihr zugute. Im Laufe ihres Abenteuers wuchs Eoin der Gruppe näher, und diese ihr. Sie begannen, sie nicht mehr als angeheuerte Arbeitskraft, sondern als Freundin zu betrachten. Je tiefer sie in die Ruinen vordrangen, desto mehr wurde Eoin klar, dass dies das Leben war, das sie wollte. Sie wollte Teil von etwas sein, das größer war als sie selbst, für das Richtige kämpfen und etwas in der Welt bewirken. Sie wusste, dass es nicht einfach sein würde und dass sie die Narben ihrer Vergangenheit immer mit sich tragen würde, aber sie war bereit, es zu versuchen. Als sie endlich aus den Ruinen auftauchten, traf Eoin eine Entscheidung. Sie teilte der Gruppe mit, dass sie sich ihnen anschließen wollte, um Teil ihrer Abenteuertruppe zu werden. Die Gruppe nahm sie mit offenen Armen auf, und sie wusste, dass sie eine neue Familie gefunden hatte. Eoin kämpft immer noch mit den Erinnerungen an ihre Vergangenheit. Sie hat immer noch Albträume von den Dingen, die sie als Mitglied der Münzspinner getan hat. Aber sie weiß, dass sie die Vergangenheit nicht ändern kann. Aurellia Duskheart, auch bekannt unter ihrem Alias Eoin, ist eine Halbvampierin mit einem markanten und einprägsamen Erscheinungsbild. Ihre pechschwarzen Haare sind in mehrere geflochtene Strähnen gebunden und reichen bis über ihre Schultern. Doch ihre auffälligsten Merkmale sind zweifellos ihre roten, glänzenden Augen, die einen gewissen hypnotischen Effekt auf ihr Gegenüber haben können. Ihr Gesicht ist atemberaubend schön und fast schon zu perfekt, um real zu sein. Man könnte meinen, es handele sich dabei um ein Gemälde oder eine Figur aus einem Traum. Doch trotz ihres äußerlichen Scheins hat sie stets einen ernsten Gesichtsausdruck, der ihre Härte und Entschlossenheit widerspiegelt. Aurellia ist schlank und sportlich gebaut, was ihr eine gewisse Agilität verleiht. Ihre Kleidung besteht aus einem langen, dunklen Ledermantel, der ihre Schultern und ihren Körper bedeckt, und einem großen braunen Hut, der ihr Gesicht und ihre Augenpartie teilweise verdeckt. Unter ihrem Mantel trägt sie eine Lederrüstung, die gut versteckt ist und ihr Schutz und Mobilität bietet. An ihrem Gürtel hängen viele Utensilien, die sie für ihre Arbeit als Schurkin benötigt. Eines ihrer Lieblingswerkzeuge sind ihre vielen kleinen Dolche, die in Riemen an verschiedenen Stellen ihrer Rüstung versteckt sind. Ein schlankes Rapier hängt an ihrer Seite und ist jederzeit einsatzbereit. Ihre langen Lederstiefel betonen ihren sportlichen Körperbau und sorgen dafür, dass sie schnell und wendig bleiben kann. Um ihren Hals trägt Aurellia ein Amulett mit einem roten Edelstein, das stets auf ihre Brust fällt. Obwohl es in ihrem sonstigen Erscheinungsbild kaum auffällt, kann man manchmal das Gefühl haben, dass das Amulett von innen heraus leuchtet und eine magische Präsenz ausstrahlt. Gottheit: Ist der Göttin Tymora, Lady Luck zugetahn. Hat eine wissen über Beshaba, Lady Doom durch ihre verbindungen mit den Coin Spinnern. Ist keine Gläubige aber denkt wenn etwas schief geht, hat die Göttin ihre Hände im Spiel. (durch die rivalität der zwei Göttinen)
Teilnehmer: (1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 - none (2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 - None (1) Bramymond - Bramymond von Bern - Custom Lineage - Shadow Magic Sorcerer 1 (2) happy- RTFM - Autognome - Artificer 2 - none (1)Brennjie - Lyra - High Elf - Paladin 1 - None (2) Joscho - Danis Licast - Moon Druid 2 - None Golden Vault (Eoin ist Mitglied) Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization rights moral wrongs, supports virtuous underdogs, and handles delicate situations local authorities won’t touch. The Golden Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. . Meera Raher Kontakt . Informationen: Curator Alda Arkin Ihr habt (LEIHWEISE!) bekommen: Seil (Seide); Disguise kit; Forgery Kit, Kinderwagen, 5x Rauchbombe + FLöte Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Golden Vault Reward: Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Teilnehmer: (2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault (2) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer - Golden Vault (2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault (1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault (2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault Info: Quentin Togglepocket Besitzer des Afterlife Casino Verity Auftraggeberin die ihren Besitz wieder haben will und gerne auch zeigt das es auf ihren Mist gewachsen ist. . Die Sicherheitsleute haben Armbänder, an denen eine Metallplakette befestigt ist. Diese ist Grün und hat ein Teufelssymbol . a 12-inch-long rod made of bone with a stylized copper minotaur head mounted at each end of it Loot: 150gp +1 Rapier Weapon, uncommon, Major tier You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Golden Vault Reward: Glaive of Warning Weapon, uncommon (requires attunement), Major tier Martial weapon, melee weapon This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. +1 lvl Rouge Subclass Chosen: Phantom eingekauft: Studded Leather Armor -45gp verkauft: Leater Armor +5gp
*** TRADE ENTRY ***
Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/tradelogentries/1055873
Teilnehmer: (3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault (3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault (3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault (3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None (3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. Informationen: The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. "farrl’v hrak" Zala carried two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion. Four bottles of perfumes and scented oils (25 gp each) sit on the small table. The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping. Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine) the room are four potions of healing, a potion of gaseous form, a vial containing oil of slipperiness, and a vial with one dose of assassin’s blood poison a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant. three spell scrolls (arms of Hadar, bane, and dimension door) a bag containing six pieces of jewelry worth 100 gp each On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing. Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist’s fire. he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (armor of Agathys and arms of Hadar). Delphi Mansion: "Markos has a room on the third floor where he performs rituals." "A cavernous room underneath the basement contains four large crystals—purpose unknown." "Mansion windows can be unlocked using the password 'Krokulm Loot: 220gp 1x Potion of Healing 1x Spell scroll arms of Hadar 1x Spell scroll bane 1x Spell scroll dimension door 1x Spell scroll armor of Agathys 1x Spell scroll crown of madness 1x Spell scroll sleep 1x potion of gaseous form 1x vial containing oil of slipperiness 1x vial with one dose of assassin’s blood poison 1x alchemist’s fire Wand of Magic Missiles Adventuring Gear (Wand), uncommon This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. 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. Golden Vault Reward: . Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex eingekauft: 1x Disguise Kit -25gp 1x Forgery Kit -15gp 1x Poisoner's Kit -50gp
Teilnehmer: (4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault (4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers (4) brianox - Dwite Aegis - human - Oath of Devotion Paladin 4 (4) Jannis D. - Benny - Human - Draconic Sorcerer (4) Folk2K - Aria - TCL - Bard3Warlock1 - none (2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers Info: Varrin Axebreaker, beauftrag uns eine Gefangenen (Prisoner 13) das Geheimniss eines Alten Zwergenschatzes zu entlocken. Der Schlüssel dieses schatzes hat die Gefangene bei sich. Axebreaker gab einen kleinen Orangen Edelstein der die Karte des Gefängnisses zu zeigen. https://s3.amazonaws.com/files.d20.io/marketplace/2983510/d0dtGm90ymjV8AhFT1JhsQ/max.png?1672691182&1675656609 Das Personal des Gefängnis wird jeden halben Monat ausgetauscht. Bethra ist ein Informatin die in Luskan auf uns warte. 3% des Schatzes ist unser Lohn wenn wir es schaft. Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen. Marta Marthannis, die Wardin des Gefängnises. (evtl Magierin) Ist Bessesen von einem Geist eines Zwerges (Abenteuerfreund von ihr). 7 Hochsicherheits Gefangene im Moment. Drei Schichtsystem. Zwei Freie Tage. Alle 20 Minuten Durch das Hexagon. Drei Councilormitglieder sind anwesen: . Councilor Voss Anderton. Voss represents the city of Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he always weighs the ramifications of commuting a prisoner’s sentence. . Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has no sense of humor and sighs deeply when her patience is tested. She likes giving others the benefit of the doubt, however—perhaps as an act of dissent—and votes yes on commutations more often than not. . Councilor Kriv Norixius. Kriv represents the town of Daggerford. He is a lawful good, dragonborn noncombatant of silver dragon ancestry. He hopes to impress the Duchess of Daggerford by doing a good job. He has no tolerance for unrepentant criminals and often votes no on commutations. 13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden. Will ganicht frei sein da sie dort sicher ist. Will nur die Papiere der Wardin (um sich länger hier einzurichten). Hat eine Pinnnummer auf der Hand und Poesi auf der anderen.. . Prisoner: 1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence. 2 Barlo Rageblade (chaotic good human), a famous adventurer convicted of reckless endangerment, has served 1d4 years of a 5-year sentence. 3 Quillion Sardo (lawful neutral halfling), convicted of using magic to influence others, has served 1d4 years of a 5-year sentence. 4 Pirouette (chaotic evil tiefling), a thieves’ guild leader convicted of multiple crimes, has served 1d20 years of a life sentence. 5 Ishar (chaotic evil elf), convicted of conspiracy to murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. Loot: 207gp 1x Dust of Disappearance (Voll) Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. Mithral Armor Plate Armor (heavy), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Cap of Water Breathing Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. Belohnung der Golden Vault: . Rapier of Life Stealing Weapon, rare (requires attunement)Major tier Martial weapon, melee weapon, 2 lb. 1d8 piercing - finesse When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Found On: Magic Item Table G Lvl 5 Item Chose: Amulet of the Devout +1 Wondrous item, uncommon (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Teilnehmer: (5) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 5 - Golden Vault (5) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (5) - keine (5) Trava - Kyara Nox - Customize Race - Monk 5 - Golden Vault (5) Folk2K - Aria - V.Human - Bard/Warlock - Golden Vault (5) thebaconing - Dortor Strongflight - Rock Gnome - Wizard 5 Info: https://s3.amazonaws.com/files.d20.io/marketplace/2983505/Je7-dOylZGGmd9MqrlUjVg/med.png?1672691250&1675656604 Loot: 1082gp 1x Potion of Hill Giant Strength 1x Spell Scroll of Magic Weapon 1x potions of healing 1x dust of disappearance (1 Ladung) 1x flasks of alchemist's fire 1x Healer`s Kit Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Stone of Good Luck (Luckstone) Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Belohnung der Golden Vault: Staff of Healing Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
*** DM ENTRY ***
Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days Rogue's Mantle Wondrous Item, Rare (Requires Attunement) This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
20 downtime days
Teilnehmer: (6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault (9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8 (6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault (7) Folk2K - Gisele - TCL - Ranger3 Druid4 - none (5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - none Info: Adrisa Carimorte, Cognoscenti Esoterica Mitglied Grinky Brithwort, ist ein Gefangenes Gang mitglied das uns Informationen gegeben hat. Die Agile Hand ist eine Diebesgilde, Gildenmeister Dämmerung liebt gold, man weis nicht warum sie das Gemälde gestohlen hat. Das Gildenhaus ist als Taverne verkleidet und das Hauptgebäude hat die Fenstervernagelt. Schlüssel haben die Gildenmeisterin Elix der Heilige, besucht die Taverne Tipsy Krug und trifft dort die Bardame. Jaymont der Sünder, der Spion der Gilde Der Meister der Raben, Gwish Loot wird entweder in Elix Büro untersucht, Keller wo auch die Neuen ausgebildet werden oder im Turm wo die Gildenmeisterin ihre Gemächer hat. "Eine Gruppe von Gelehrten und Weisen, die als Cognoscenti Esoterica bekannt sind, kaufte kürzlich ein Gemälde von Constantori, einem berühmten Höfling, der angeblich einst der schönste Mann der Welt war. Das Porträt soll okkulte Eigenschaften haben, doch bevor die Weisen es studieren konnten, wurde das Gemälde von der Agilen Hand, einer Diebesgilde, gestohlen. In diesem Abenteuer müssen die Charaktere das Porträt von Constantori aus dem Gildenhaus der Agilen Hand holen und es Adrisa Carimorte, einem Mitglied der Cognoscenti Esoterica, zurückgeben." Hier sind die Regeln. Achte auf Schlüssel und Schlüssellöcher. Pass auf meine Haustiere auf. Folgen Sie den Pfeilen, aber lassen Sie sich nicht von ihnen treffen. Vertrauen Sie Ihren Ohren und denken Sie daran: Ein wenig Druck kann eine gute Sache sein. Geht lebend raus. Denken Sie daran, dass Sie dies wollten. Viel Glück, Grunzer. – Dämmerung Loot: 1264 gp Necklace of Fireballs (7 Charges) Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. 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. Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.) Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Belohnung der Golden Vault: Staff of the Woodlands Staff, rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. 1 lvl Rouge
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Tradet with Arinya https://www.adventurersleaguelog.com/users/36450/characters/86908/tradelogentries/1116065
Teilnehmer: (7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault (7) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 7 - Golden Vault (8) Flammenklinge – 4e 72 2e 30 Reparatureinheit ( Goblinslayer ) – Autognom – Battle Smith – Artificer – 8 – Golden Volt (7)Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 Info: A famous Bard died, but somehow returned and is missing something Important. Apparently he can't gt it himself, so he reached out for help and the Golden Vault is about to send their best Agents.. you. Frody Dartwild, ein Toter Barde dem die Mandoline aus dem Grab geklaut wurde und hauntet die Stadt bei nacht wärend er danach sucht. Sythian Skalderang, hatte eine Farm geerbt aber diese ging zu grunde und sein Haus wurde zu einer Musikschule umgebaut für Reiche. Mackerel and Trout, zwei Halblinge die auf einer zugrunde Gehenden Farm arbeiteten Verdächtig da die Angestellten diesen erwähnt haben als würde er nicht dazugehören, Joster Mareeet (rot) Graz’zt, Schrein im hinteren Turm verbraucht: Dust of Disappearance (1 Ladung) Loot: 200gp 6x Crossbow Bolds +2 Belohnung der Golden Vault: Revenge (Vicious Longbow) Ranged weapon (martial, longbow), rare This longbow is made of dark wood that is decorated with blue runes that light up slightly when an arrow is fired. This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. 1 lvl Phantom Rouge, API: +2 Dex
1 Lvl Phantom Rouge Tokens of the Departed - erscheinen als Goldene Münzen und zerfallen zu goldstaub wenn sie zerstört werden. Eines Abends, während Eoin durch die engen Gassen von Waterdeep schlich, überkam sie ein unerklärliches Gefühl der Unruhe. Der Mond schien hell am Himmel, und die Schatten warfen lange, gespenstische Formen auf das Kopfsteinpflaster. Sie spürte, dass etwas Ungewöhnliches vor sich ging. Ihre Schritte wurden langsamer, und schließlich blieb sie stehen. Plötzlich erhellte ein sanftes, goldenes Licht die Dunkelheit vor ihr. Eoin fühlte sofort, wer es war – die Göttin Tymora selbst, die Göttin des Glücks und der guten Schicksale. „Aurellia Duskheart,“ sagte die Stimme, die wie ein sanfter Windhauch klang, „Du hast den Pfad des Schattens verlassen, um ein neues Leben zu beginnen. Doch das Schicksal hat noch weitere Aufgaben für dich.“ Eoin kniete ehrfürchtig nieder und neigte den Kopf. „Lady Luck, was verlangt Ihr von mir?“ Das Samfte Licht kam näher und umgab sie sanft. „Es gibt Seelen in dieser Welt, die im Unglück verloren sind, die verdammt sind durch ihre eigenen Taten oder durch das, was ihnen widerfahren ist. Du, Aurellia, hast die Gabe, sie zu erlösen.“ Verwundert hob Eoin den Kopf und sah sah nur Licht. „Wie soll ich das tun?“ Eine glänzende Münze erschien in Eoins Blickfeld, die sowohl das Symbol von Tymora als auch das von Beshaba, der Göttin des Unglücks, trug. „Diese Münze symbolisiert das Schicksal. Wenn du deine Gabe einsetzt, wird eine solche Münze in deiner Hand erscheinen. Du musst sie freilassen, und sie wird zu goldenem Staub zerbröseln, der vom Wind fortgetragen wird. Dadurch wird die Seele, die du erlöst hast, Frieden finden.“ Aurellia betrachtete die Münze aufmerksam. „Ich werde mein Bestes tun, um dieser Aufgabe gerecht zu werden, my Lady.“ Das Licht wurde wärmer als ein Anerkennendes Gefühl durch Eoin flutete. „Ich weiß, dass du es kannst, Aurellia. Du hast bereits Mut und Entschlossenheit bewiesen. Nutze diese Gabe weise und bringe Licht in die Dunkelheit.“ Mit diesen Worten verschwand das Licht so plötzlich, wie es erschienen war, und ließ Eoin allein mit ihren Gedanken. Sie spürte eine neue Bestimmung in sich aufsteigen. Sie wusste, dass ihr Weg sie zu vielen Unglücklichen und Verlorenen führen würde, aber sie war bereit, die Herausforderung anzunehmen. gekauft: 1x Hand Crossbow -75 gp 2x Crossbow Bolts (20)=(40) -2 gp Spellcomp: Kauft: 2x Diamond dust worth at least 100 gp -200gp 2x Diamond worth at least 300 gp -600gp 1x Diamond worth at least 500 gp 1x Rare oils and unguents worth at least 1,000 gp verkauft: 1x Shortbow +12,5gp (Neu 25gp) 20 Arrows +0,5 (Neu 1gp)
Teilnehmer: (9) Deringston Xa'thon - Gnurlan Menthril - (Forrest)Gnome - Evocation Wizard(9) (10) Rudi - Pandg No - Word Kobold - Mercy Monk 10 (9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault (9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault Info: Striking a match against the rock in the hill, Whit enveloped himself in the thrill. As fire and smoke and passion did whisper Of fluttering and risk the first time you kiss her. The match held elation and a breath on the edge, The trust strong between you as you lean in and pledge To throw yourself into the wind with abandon, A thrill unmatched and she takes your cold hand, and— Ach! The emotion was gone, snuffed out by a breeze, And Whit gripped the tinder, loathing the ease With which mortals could carry this fervor and fire Without burning inside out from their pyre. Three matches to go, the impish fey thought, The next one would give him all that he sought. The next match would give him a soul bright and stark, Three matches to go, while the world faded dark. Loot: 2500gp 1x Oil of Sharpness 8x Arrows +1 Shield +1 Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Battleaxe +1 Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Necklace of Fireballs (7 Ladungen) Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Dragon Scale Mail (red) Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Story Award: King Jhaeros´s Faver If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you. Jalynvyr Nir'Thinn. Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. (2x rare consumable) 1x Spell Scroll of Revivify 1x Spell Scroll of Greater Restoration Belohnung der Golden Vault:
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Tradet with Azalea https://www.adventurersleaguelog.com/users/36450/characters/88932/tradelogentries/1130835
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Tradet with Veil https://www.adventurersleaguelog.com/users/36450/characters/87837/tradelogentries/1182335
Eoin, "Red Mist" Size: 170 (medium) Weigth: 45kg Eyes: Blut Rot Hair: Schwarz Skin: gut gebräunt Costomizing your Origin: Race: Halfelf (Dhampier) Language Proficiencies: Common, Elvish, Abyssal (SRD) Base Walk Speed: 30 ft. Darkvision, Half-Elf Fey Ancestry Skill Versatility: Skill Proficiencies: Perception (SRD), Persuasion (SRD) Ability Score Point ´Buy: St 8, Dex 15 (+1+1+1), Con 14 (+1), Int 12, Wis 13 (+1), Cha 10 Choose a Class: Rogue (PHB) Proficiency Saving Throw: Dexterity, Intelligence Proficiency Weapon: Simple Weapons Proficiency Tool: Thieves' Tools Proficiency Armor: Light Armor Rogue Martial Weapons Proficiency: You gain the Hand Crossbow, Rapier, Scimitar, Shortsword and Whip proficiencys. Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation Tool Proficiencies: Thieves' Tools Expertise: Investigation, Perception Thieves' Cant, Sneak Attack, Weapon Mastery lvl 2 bis 9: lvl 2: Cunning Action lvl3: Chosen Subclass: Phantom Rogue Whispers of the Dead, Wails from the Grave, Steady Aim Level 4 Feat: Elven Accuracy +1 Dex lvl 5: Cunning Strike, Uncanny Dodge, Cunning Strike Poison, Cunning Strike Trip, Cunning Strike Withdraw lvl 6: Expertise: Sleigth of Hand, Stealth lvl 7: Evasion, Reliable Talent Level 8 Feat: Piercer +1 Dex lvl 9: Tokens of the Departed Choose a Background: Lost Coin (Spy) Skill Proficiencies: Deception, Stealth Tool Proficiencies: Forgery kit, Disguise kit (Prof. Swop: Thieves' Tools für Forgery kit) (Prof. Swop: Dice Set für Disguise kit) Source: Ability three +1 Chose: Dex +1, Wis +1, Con +1 Chosen Feat: Magic Initiate Chose: Wizard Cantrips: Booming 'Blade, Mage Hand 1lvl Spell: Find Familiar Class Equipment 8gp, Leather Armor, Dagger (2), Shortsword, Shortbow, Arrows (20), Quiver, Thieves' Tools, Burglar's Pack Equipment from Background (Spy) Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp
Teilnehmer: (9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault (8) Karrakasz - Luran Trisona - Harengon - Battlemaster 8 - none (8)Kiri - Purity - Yuan Ti - Abjuration wizard 8 (8) Raimundo-O - Marinus - Plasmoid - Fighter 2 Fathomless Warlock 6 - none (10) Frederic T. - Reed - Human - Figther 1/Barbarian 9 - nione Info: Findet die Wahren Namen der Demonen: - the pit fiend Karnyros, - the balor Errtok - the marilith Hexalanthe The Stranger ist der einzige der diese weis und ist momentan ein Insasse des Concordant Express. https://files.d20.io/marketplace/2983685/VtG-lOU2W5HbkLK-v5TeYQ/med.png?1672691811&1675656787 Mörder im Wagong, potenziele Mördervon Quintus Malves dem Aasimar: Abernathy Vernus Cambion Ethlynn Stalaczic Drow Female Mage Meldar the Azer Gefängniswechter, Omid the Deva the Syndicate of Terror, Extortion, Assassination, and Larceny (STEAL) Karnyros’s true name is a series of guttural growls and grimaces, followed by a sound like a popping balloon. The balor Errtok wahrer Name: Ar-lothe Gothu Ka. Hexalanthe’s true name is a low-toned, rhythmic chant accompanied by a series of hand gestures, dance moves, and drumrolls. Loot: 333gp 1x Potion of Greater Healing True Name´s that told The Stranger: Sequence of musical notes played on a lyre “Naelurec” (“cerulean” backward) “Lamoura” Nine-second hum of a tuning fork Seven tolls of an iron bell “Barak-Shivad of the Night Realm” “Winterglory” “Red Rust” “Myranna Vos Aeldar” Sad mewling of a kitten Sound of a lute being smashed to pieces “The Nameless One” Story Award: Mysterious Equation You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. Chose: Performance Story Award: True Name Terror. Characters who learn the true names of powerful Fiends are marked for death by those Fiends, which send powerful underlings to slay the characters. Story Award: Trials and Tribulations. The characters might be forced to stand before a tribunal in Mechanus for aiding an interplanar fugitive or answer to a powerful Celestial for slaying an angel. Wand of Magic Missiles Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Rod of the Pact Keeper +2 Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. Decanter of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Horn of Valhalla, Silver Wondrous item, rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands. Mithral Armor (Chainmail) Armor (Chainmail), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Silvered Greatsword (+3 Greatsword) Martial weapon, melee weapon, very rare Mastery: Graze Silvered +3 greatsword that once belonged to a githyanki knight You have a +3 bonus to attack and damage rolls made with this magic weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. Belohnung der Golden Vault: „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) (“Shimmering Threads of Lunar Essence”) – Wondrous item, rare “When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands* These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin. The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes. A name is embroidered inside the wraps in delicate, elven script: "Aranóni Lómeanárë" – "Daughter of the Silent Light" While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
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Tradet with Shahana Lómelindë, Lómea Aurë-Lókë https://www.adventurersleaguelog.com/users/36450/characters/104895/tradelogentries/1206570
Teilnehmer: (9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault (10) Echo - Valyn Rosemantle - Ghostwise Halfling - 8 Divine Soul Sorcerer / 2 Warlock - Lords Alliance (10) Xar - Ponti Goodwill - Aasimar - Cleric 6 Fighter 1 Sorcerer 2 Warlock 1 (10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault (10) Sparetime Gamer - Di'Ann - Aasimar - Twilight Cleric 10 - Golden Vault Info: Umstrittenes Testament. Ein Pergament trägt das Originaltestament eines kürzlich verstorbenen lokalen Adligen. Da sich die Familienmitglieder des Adligen derzeit um das Anwesen streiten, wäre dieses Testament für die darin genannten Erben von großem Wert. Goldbarts Geheimnis. Kleine Pergamentfetzen enthalten Notizen von Goldbart. Obwohl Vidorants Hälfte der Korrespondenz fehlt, deuten die Notizen darauf hin, dass Vidorant und Goldenbeard einen vorgetäuschten Raubüberfall planten und ihren "atemberaubenden Erfolg" nutzten, um sich Zugang zur Silver Fingers Society zu verschaffen. Vidorant benutzte diese Information nicht, als sie um die Kontrolle über die Silberfinger wetteiferte, da sie damit auch verwickelt war, aber nichts würde sie davon abhalten, sie jetzt zu nutzen. Liebesbriefe. Mehrere parfümierte Umschläge enthalten romantische Briefe zwischen einem lokalen Adligen und einem Regierungsbeamten. Die Affäre wäre ein Skandal, wenn sie aufgedeckt würde. Bestechen. Ein zerfleddertes Pergament beschreibt, wie ein Gefangener, der wegen des Diebstahls von Rennpferden im Gefängnis saß, freigelassen wurde, nachdem ein Adliger einen lokalen Regierungsbeamten bestochen hatte. Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society) Nixylanna Vidorant, Ehemaligs Mitglied der Silver Fingers Society. Pelten, eine ehemalige Wache in Vidorant Herrenhaus. Turolga, verrückte Katzenlady, die auch unter Vidorant gedient hat. Loot: 4975gp Scrolls: charm person (2 scrolls), cure wounds (1 scroll), detect magic (2 scrolls), dispel magic (1 scroll), false life (1 scroll), identify (4 scrolls), invisibility (1 scroll), lesser restoration (2 scrolls), and nondetection (1 scroll). Potions: six vials of acid, a potion of animal friendship, two potions of healing (greater), two potions of resistance (one fire, the other poison), and one potion of water breathing. Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Gloves of Thievery Wondrous item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Vidorant's Ring Wondrous item, rare (requires attunement) This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn. Only Vidorant can attune to this ring. Scale Mail +1 Armor (medium), rare You have a +1 bonus to AC while wearing this armor. Shortsword +1 Weapon (shortsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Battleaxe +1 Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Golden Vault Reward +1 lvl Rogue Level 10 Feat: Skulker +1 Dex
Teilnehmer: (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave (10) Echo - Kyran Dawnwalker - TCL Aasimar - 8 Divine Soul Sorcerer / 2 Warlock - None (10) Marcelinho700 - Tsuji Nobuke - Human - Samurai Fighter 10 - Purpel Dragon Knights (10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault Infos: Leandro Sedhar, Forscher. Grab eines Riesen namens Xeluan. Stadt Oztocan in der Anaurochwüste. Onyx Scar Organisation, eine Organisation die Artefakte und anderes auf den Schwarzmarkt verkauft. Giant's Skull Taverne, in der Stadt Oztocan wo Leandro Sedhar sich ein Quatiert hat. Bürgermeisters, Tavio Solana der Stadt Stadt Oztocan. Elfenarchivar namens Rilago ist verschwunden als dir Erdbeben begannen. Aminta, Schwester des Bürgermeisters die sich den Onyx Scar Organisation angeschlossen. gekauft: Dessert Clothing, hot weather -10gp A mysterious shard made of obsidian places a curse on everyone who bears it. When the shard comes into the characters' possession, they must break its curse by returning the shard to the ancient tomb it came from. But a dangerous crime syndicate controls the tomb and its riches, and the criminals won't take kindly to the characters' intrusion. Loot: 2160 gp Trinket: An old key Oztocanite commen, Consumeble A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. Golden Vault Reward:
Teilnehmer: (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 10 - Golden Vault (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave (10) Echo - Kyran Dawnwalker - TCL Aasimar - 8 Divine Soul Sorcerer / 2 Warlock - None (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Sorcerer 1/Bard: College of Eloquence 9 - Golden Vault (10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault Infos: Fifel, Satyr und Informant. Eliphas Adulare, Ehemalige Abenteuer die im Dienste der Golden Vault standen. (Tüftler und Gentalmann) Zorhanna Adulare, Ehemalige Abenteuererin und Frau von Eliphas. (Hat sich mit einer Archfey angefreundet, die angeblich die Erzfeindin des Prinzen of Frost sein soll). Sie ist eine Erzmagierin. Shard Solitaire, soll Zorhanna kontrollieren (sie soll kälter und grausamer geworden sein und verhält sich allgemein seltsam). Soll ständig von Zorhanna getragen werden, und wenn sie entwendet wird wird sie in eine geheime Vault teleportiert. Der Shard war füher in der Gewalt von einen Trio of Hags, der Crestfall Coven. Er soll bei einer Bag of Holding Bobe entstanden sein. Loch Wynnis der Ort wo ihr hingeportet werdet. Khorr's Kloths, Bugbear Schneider (Eoin bekommt ein neues Kleid) Oren, ältester Butler des Hauses. Anisetta, aktuelle Hausdame. Es soll eine Wächter geben der etwas besonderes bewacht im Haus aber man erfuhr nicht was erbewacht. Er soll nur sehr teuer gewesen sein. Der Hirsch Eiche (Oke) in einen Gemälde. Kaden Lannis, der hoffnungslose Romantiker Verano Honeywell, der Paparazzi Lycoris, Dryade und ehemalige Hausdame Berengar, Wärbär und guter Freund von Eliphas Nix, ehemaliger Lehrling von Zorhanna und will sich um die Hall kümmern wenn die Gala vorbei ist. Eggsy, ein unauffällig auffälliger Dieb Yalara, Elfen Sängerin Mettle, Tiefling Gentleman mit vielen Ringen (Tiefling-Späherin mit Hornbrille, gibt sich als Adlige namens Adira aus und arbeitet heimlich für die Hexen des Crestfall-Zirkels (siehe „Der Crestfall-Zirkel“ später im Abenteuer). Bei ihrer Ankunft in der Feenwelt steckt Mettle einen Kupferring an den dritten Finger ihrer linken Hand. An dem Ring ist ein Hexenauge befestigt, ein lackierter Augapfel, der es den Hexen ermöglicht, zu sehen, was auf der Gala passiert.) Haben im Bad das Geheimfach gefunden, Eoin ist unsichtbar durch das Bad und entdeckte das geheime fach mit den Wort "Winter" an der Wand die Kache gedrückt, und mit "Oak" (der Name des Hirsches) das zweite Rätzel gelöst. Das Wasser im Becken ist eis kalt und nach gewisser Zeit geht das Fach wieder zu. Barry´s Divination´s: "The threads of fate are tangled tight. To unravel this one would unravel far more than a simple clasp. Some chains are meant to bind, and some doors are best left unopened." "Guests of discord approach. Uninvited, they weave through the feast. The banquet's heart holds the secret. Beware the unseen." "Beyond the world you know, she lingers. The master of the game is near. Act swiftly, for danger is at hand. Her final dance might be near." Loot: to be Continued...
Teilnehmer: (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 10 - Golden Vault (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave (10) Echo - Kyran Dawnwalker - TCL Aasimar - 8 Divine Soul Sorcerer / 2 Warlock - None (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Sorcerer 1/Bard: College of Eloquence 9 - Golden Vault (10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault Infos: Loot: 2620gp Serpentine Owl Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. Bag of Tricks (Rust-Colored) Wondrous item, uncommon This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature 1 Rat 5 Giant goat 2 Owl 6 Giant boar 3 Mastiff 7 Lion 4 Goat 8 Brown bear Gauntlets of Ogre Power Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. +1 lvl Rogue
5 lvl Rogue: Level 12: Feat: Mage Slayer +1 Dex Level 13: Ghost Walk Level 14: Devious Strikes Level 15: Slippery Mind Level 16 : Feat: Resilient +1 Con
Teilnehmer: Teilnehmer: (16) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 16 - Golden Vault (16) Karrakasz - Barry - Wood Elf - Stars Druid 16 - Emerald Enclave (16) Echo - Kyran Dawnwalker - TCL Aasimar - 14 Divine Soul Sorcerer / 2 Warlock - None (16) Bramymond - Sorin Windsdale - V.human - Bard: College of Eloquence 16 - Golden Vault (16) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 16 - Golden Vault Info: Vrakir, der Herr der Festung Jarazoun, die rechte Hand und Efreeti Clax, Tiefling Blackmarket Dealer https://files.d20.io/marketplace/2983530/biDX_9pdVyQH1ekSWhTr1A/med.png?1672690721&1675656627 Auf den Flagen steht: atka ignari (Ignan for "all shall burn") eingekauft: 5x potions of resistance fire -500gp 5x Potion of Greater Healing -500gp 1x Spell Scroll of Death Ward -1000gp Loot: Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. Instrument of the Bards (Cli Lyre) Wondrous item, rare (requires attunement by a bard) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes 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 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.
Teilnehmer: (16) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 16 - Golden Vault (16) Karrakasz - Barry - Wood Elf - Stars Druid 16 - Emerald Enclave (16) Echo - Kyran Dawnwalker - TCL Aasimar - 14 Divine Soul Sorcerer / 2 Warlock - None (16) Bramymond - Sorin Windsdale - V.human - Bard: College of Eloquence 16 - Golden Vault (16) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 16 - Golden Vault Info: Eoin drang in den Hort von Kalimrax dem Roten Drachen ein und Stehlte unbemerkt seinen Hort, bis er später zur Ruhe sich legen wollte und dies bemerkte. Daraufhin lies er seinen Zorn an den Gefangenen der Festung aus. Dies Hörte die Gruppe und stellte sich den drachen Drausen auf den Hof. Eoin benutzte die Giffon Statur um sich ein Reittier zu beschwören und gab diesem eine Potion of Fire Resistance. Tazith wurde von den Drachen nachdem er bedenklichen schaden an ihm verursachte in die Lava ausserhalb der Burgmauern geworfen und wurde danach nicht mehr gesehn. Zu viert konnten wir den Drachen noch schwächen, doch der rest der Gruppe Wollte nun Fliehen um das Buch in sicherheit zu bringen. Eoin dankte dem Einhorn das sie mitnehmen wollte doch blieb zurück um die verlorenen Seelen der Sklaven zu rechen. Sie Duchdrang die Schuppen des Drachen, bis sie in Seinen Schädel eindrang, mit ihrer Geisterhaften Form und stieß ihren Rapier direkt in Sein Gehirn das von der Necrotischen Energie ihrer Waffe regelrecht zusammen schrummelte und der Drache nach zwei Flügelschlägen zu Boden fiel. Dir fing mit einer Flinken bewegung ihrer Hand die Seele von Kalimrax in einer Goldenen Münze ein. Sie schwebte weiterhin in der Luft, verbeugte sich vor den Wachen auf den Mauern und sattelte wieder den Griffen um den anderen zu folgen die zu Wind geworden Waren. Loot: 11056gp 6cp 1x Potion of Fire Resistance 1x Midnight Tears Poison Dragon Hort wurde von Eoin in ihrer Geisterform komplett ausgeräumt: Kalimrax' Versteck enthält 14.213 Sp, 7.029 gp, 923 pp, achtzehn Edelsteine (je 500 gp), einen Fächer aus Couatl-Federn (1.250 gp), a figurine of wondrous power (bronze griffon), and a mace of terror. Verehrte Agenten – ihr seid alle Helden, im Namen der Goldenen Schatzkammer spreche ich Ihnen unsere tiefste Dankbarkeit und Bewunderung aus. Durch schattenverhangene Korridore und glitzernde Säle haben Sie unsere Schlüssel getragen und Türen geöffnet, die sonst verschlossen geblieben wären – Türen zur Hoffnung, zur Gerechtigkeit, zu einer zweiten Chance. Jede Mission verlangte Ihnen mehr ab als bloßen Stahl oder Zaubersprüche; sie erforderte Integrität, Einfallsreichtum und den Mut, das Richtige zu tun, wenn niemand hinsah. Ihr habt Relikte geborgen, die Tyrannen zu Ketten verarbeitet hätten. Ihr habt Unschuldige befreit, deren einziges Verbrechen darin bestand, dem Bösewicht im Weg zu stehen. Ihr habt Geheimnisse bewahrt, die bewahrt werden müssen, und Lügen aufgedeckt, die zu lange im Dunkeln geschwelt haben. Kurz gesagt, ihr habt das Credo geehrt, das über den Toren unseres Tresorraums steht: „Tu Gutes, koste es, was es wolle.“ Seid euch dessen bewusst: Jedes Leben, das ihr gerettet habt, hat Wellen geschlagen – unzählige Geschichten haben sich zum Besseren gewendet, weil ihr den schwierigeren Weg gewählt habt. Auch wenn das Siegel der Goldenen Gruft niemals auf dem Banner einer Stadt oder der Münze eines Monarchen erscheinen wird, werden in stillen Ecken des Reiches Kinder aufwachsen, Gelehrte lernen und freie Menschen singen – weil ihr da wart. Ruht euch nun aus, lacht und erzählt eure Geschichten. Lasst den Wein fließen, das Feuer hell brennen und die Straße sanft unter euren Stiefeln ansteigen. Die Goldene Schatzkammer wacht über den Himmel, und wann immer sich Schatten sammeln, werden wir zuerst auf die Konstellation eurer Taten blicken, um Inspiration zu finden. Danke, Abenteurer. Die Welt ist sicherer – und heller – dank euch. Mögen eure Wege immer zum Licht führen. Rope of Entanglement Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. Instrument of the Bards (Cli Lyre) Wondrous item, rare (requires attunement by a bard) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes 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 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. Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. We were too convincing! (Grant Wish (3/Year) Kyran (Echo) used Suggestion to Convince the Effreti Jarazoun, the right hand of Vrakir to accept us as guests and grant us three wishes! In the end, no one wanted to kill him because he was too cool a bro. The characters gain fire, psychic and necrotic resistance!
(3/3) Uncommon+: Gloves Of Thievery Slippers of Spider Climbing Rapier of Life Stealing (0/5) Common: ... (10/10) Consumables: 2x Potion of Healing 3x Greater Potion of Healing 1x Spell Scroll og Greater Restoration 1x Spellscroll of Revivify 1x Oil of Slipperiness 1x Potion of Gaseous Form Crossbow bolts +2 (6x) CARRIED BLESSINGS, BOONS, & CHARMS ... Total Magic Items: Commen: Uncommen: Cloak of Elvenkind, Bag of Holding, +1 Rapier, 2x Gloves of Thievery, Ring of Jumping, 2x Wand of Magic Missiles, Eldritch Claw Tattoo, Amulet of the Devout +1, Cap of Water Breathing, Slippers of Spider Climbing, Mithral Armor Plate, Driftglobe, Stone of Good Luck (Luckstone), Boots of Striding and Springing, Sending Stones, Lantern of Revealing, 2x Battleaxe +1, Shield +1, Shortsword +1, Scale Mail +1, Mithral Armor (Chainmail), Decanter of Endless Water, Rare: Rapier of Life Stealing, Wand of Binding, Staff of Healing, +1 Studded Leather Armor, Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.), Rogue's Mantle, Flame Tongue Longsword, 2x Rod of the Pact Keeper +2, Horn of Valhalla, Silver, Dimensional Shackles, Vidorant's Ring, Ring of Evasion Very Rare: Dragon Scale Mail (red), Silvered Greatsword (+3 Greatsword), Legendary: ... Blessings: ... Total Consumables: 2x Potion of Healing 3x Potion of Greater Healing 1x Spell scroll arms of Hadar 1x Spell scroll bane 1x Spell scroll dimension door 1x Spell scroll armor of Agathys 1x Spell scroll crown of madness 1x Spell scroll sleep 1x potion of gaseous form 1x vial containing oil of slipperiness 1x Dust of Disappearance (Voll) 1x Potion of Hill Giant Strength 1x Spell Scroll of Magic Weapon 1x dust of disappearance (1 Ladung) Necklace of Fireballs (7 Charges) Necklace of Fireballs (7 Ladungen) 6x Crossbow Bolds +2 1x Spell Scroll of Revivify 1x Spell Scroll of Greater Restoration 1x Oil of Sharpness 8x Arrows +1 charm person (2 scrolls) cure wounds (1 scroll) detect magic (2 scrolls) dispel magic (1 scroll) false life (1 scroll) identify (4 scrolls) invisibility (1 scroll) lesser restoration (2 scrolls) nondetection (1 scroll) 1x potion of animal friendship 1x potions of resistance fire 1x potions of resistance poison 1x potion of water breathing 1x Oztocanite Spell Comp: 2x Diamond dust worth at least 100 gp 2x Diamond worth at least 300 gp 1x Diamond worth at least 500 gp 1x Rare oils and unguents worth at least 1,000 gp