Eoin, "Red Mist"
Cloak of Elvenkind,
+1 Rapier,
Gloves of Thievery,
Wand of Magic Missiles,
Ring of Jumping,
Eldritch Claw Tattoo,
Wand of Binding,
Mithral Armor Plate,
Slippers of Spider Climbing,
Cap of Water Breathing,
Rapier of Life Stealing,
Amulet of the Devout +1,
Boots of Striding and Springing,
Driftglobe,
Stone of Good Luck (Luckstone),
Staff of Healing,
Rogue's Mantle,
Necklace of Fireballs (7 Charges),
Lantern of Revealing,
Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.),
Sending Stones,
Flame Tongue Longsword,
Dragon Scale Mail (red),
Necklace of Fireballs (7 Ladungen),
Battleaxe +1,
Shield +1,
+1 Studded Leather Armor,
Rod of the Pact Keeper +2,
Wand of Magic Missiles,
Rod of the Pact Keeper +2,
Decanter of Endless Water,
Dimensional Shackles,
Horn of Valhalla, Silver,
Mithral Armor (Chainmail),
Silvered Greatsword (+3 Greatsword),
Dagger of Venom,
Ring of Evasion,
Gloves of Thievery,
Vidorant's Ring,
Scale Mail +1,
Shortsword +1,
Battleaxe +1,
Serpentine Owl Figurine of Wondrous Power,
Bag of Tricks (Rust-Colored),
Gauntlets of Ogre Power,
Quiver of Ehlonna,
Brazier of Commanding Fire Elementals,
Instrument of the Bards (Cli Lyre),
Ring of Telekinesis
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2025-06-18 19:13 | DDHC-KftGV-Shard of the Accursed | 1 | 2150 | 10 | Show | |||
Teilnehmer: Infos: 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 Oztocanite Golden Vault Reward: |
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Item Tracker | Show | |||||||
(3/3) Uncommon+: (0/5) Common: ... (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS ... Total Magic Items:Commen: Uncommen: Rare: Very Rare: Legendary: Blessings: Total Consumables:2x Potion of Healing Spell Comp:2x Diamond dust worth at least 100 gp |
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2025-06-25 21:20 | DDHC-KftGV Party at Paliset Hall | 1 | 10 | Show | ||||
Teilnehmer: Infos: Kaden Lannis, der hoffnungslose Romantiker Barry´s Divination´s: Loot: to be Continued... |
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2025-07-05 21:06 | DDHC-KftGV Party at Paliset Hall | 2 | 1 | 2620 | 10 | Serpentine Owl Figurine of Wondrous Power, Bag of Tricks (Rust-Colored), Gauntlets of Ogre Power, Quiver of Ehlonna | Show | |
Teilnehmer: Infos: Loot: 2620gp Serpentine Owl Figurine of Wondrous Power 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) 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. Gauntlets of Ogre Power 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 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. Golden Vault Reward: +1 lvl Rogue |
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2025-07-10 18:07 | Catching up | 5 | -50 | Show | ||||
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2025-07-10 21:00 | DDHC-KftGV Fire and Darkness | 1 | -2000 | 10 | Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre), Ring of Telekinesis | Show | ||
Teilnehmer: Info: eingekauft: Loot: Brazier of Commanding Fire Elementals 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) 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 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. |
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2025-07-15 19:11 | DDHC-KftGV Fire and Darkness | 2 | 11056.6 | 10 | Show | |||
Teilnehmer: Info: Loot: 11056gp 6cp Dragon Hort wurde von Eoin in ihrer Geisterform komplett ausgeräumt: 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 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 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) 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 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 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 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) |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
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2025-06-18 19:13 | DDHC-KftGV-Shard of the Accursed | 1 | 10 | Show | ||||
Teilnehmer: Infos: 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 Oztocanite Golden Vault Reward: |
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Item Tracker | Show | |||||||
(3/3) Uncommon+: (0/5) Common: ... (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS ... Total Magic Items:Commen: Uncommen: Rare: Very Rare: Legendary: Blessings: Total Consumables:2x Potion of Healing Spell Comp:2x Diamond dust worth at least 100 gp |
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2025-06-25 21:20 | DDHC-KftGV Party at Paliset Hall | 1 | 10 | Show | ||||
Teilnehmer: Infos: Kaden Lannis, der hoffnungslose Romantiker Barry´s Divination´s: Loot: to be Continued... |
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2025-07-05 21:06 | DDHC-KftGV Party at Paliset Hall | 2 | 10 | Show | ||||
Teilnehmer: Infos: Loot: 2620gp Serpentine Owl Figurine of Wondrous Power 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) 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. Gauntlets of Ogre Power 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 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. Golden Vault Reward: +1 lvl Rogue |
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2025-07-10 18:07 | Catching up | -50 | Show | |||||
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2025-07-10 21:00 | DDHC-KftGV Fire and Darkness | 1 | 10 | Show | ||||
Teilnehmer: Info: eingekauft: Loot: Brazier of Commanding Fire Elementals 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) 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 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. |
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2025-07-15 19:11 | DDHC-KftGV Fire and Darkness | 2 | 10 | Show | ||||
Teilnehmer: Info: Loot: 11056gp 6cp Dragon Hort wurde von Eoin in ihrer Geisterform komplett ausgeräumt: 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 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 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) 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 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 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 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) |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2025-06-18 19:13 | DDHC-KftGV-Shard of the Accursed | 1 | 2150 | 10 | Show | |||
Teilnehmer: Infos: 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 Oztocanite Golden Vault Reward: |
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Item Tracker | Show | |||||||
(3/3) Uncommon+: (0/5) Common: ... (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS ... Total Magic Items:Commen: Uncommen: Rare: Very Rare: Legendary: Blessings: Total Consumables:2x Potion of Healing Spell Comp:2x Diamond dust worth at least 100 gp |
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2025-06-25 21:20 | DDHC-KftGV Party at Paliset Hall | 1 | 10 | Show | ||||
Teilnehmer: Infos: Kaden Lannis, der hoffnungslose Romantiker Barry´s Divination´s: Loot: to be Continued... |
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2025-07-05 21:06 | DDHC-KftGV Party at Paliset Hall | 2 | 2620 | 10 | Serpentine Owl Figurine of Wondrous Power, Bag of Tricks (Rust-Colored), Gauntlets of Ogre Power, Quiver of Ehlonna | Show | ||
Teilnehmer: Infos: Loot: 2620gp Serpentine Owl Figurine of Wondrous Power 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) 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. Gauntlets of Ogre Power 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 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. Golden Vault Reward: +1 lvl Rogue |
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2025-07-10 18:07 | Catching up | -50 | Show | |||||
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2025-07-10 21:00 | DDHC-KftGV Fire and Darkness | 1 | -2000 | 10 | Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre), Ring of Telekinesis | Show | ||
Teilnehmer: Info: eingekauft: Loot: Brazier of Commanding Fire Elementals 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) 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 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. |
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2025-07-15 19:11 | DDHC-KftGV Fire and Darkness | 2 | 11056.6 | 10 | Show | |||
Teilnehmer: Info: Loot: 11056gp 6cp Dragon Hort wurde von Eoin in ihrer Geisterform komplett ausgeräumt: 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 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 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) 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 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 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 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) |