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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2023-05-14 18:30 | DDHC-KftGV-02 The Stygian Gambit | 1 | 1 | 110 | 10 | +1 Rapier, Glaive of Warning | Show | |
Teilnehmer: Info: Loot: 150gp +1 Rapier You have a +1 bonus to attack and damage rolls made with this magic weapon. 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 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. 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. 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. 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 eingekauft: |
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2024-03-23 19:00 | DDHC-KftGV-06 - Masterpiece Imbroglio | 1 | 1 | 1264 | 10 | Necklace of Fireballs (7 Charges), Lantern of Revealing, Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.), Sending Stones, Staff of the Woodlands | Show | |
Teilnehmer: Info: "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) 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 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.) 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 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 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.
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2024-05-01 18:30 | DDHC-KGV-07 Keys from the Golden Vault - Axe from the Grave | 1 | 1 | 200 | 10 | Revenge (Vicious Longbow) | Show | |
Teilnehmer: Info: verbraucht: Loot: 200gp Belohnung der Golden Vault: Revenge (Vicious Longbow) 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.
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2025-06-17 21:00 | DDHC-KftGV-08 Vidorants Vault | 1 | 1 | 4975 | 10 | Ring of Evasion, Gloves of Thievery, Vidorant's Ring, Scale Mail +1, Shortsword +1, Battleaxe +1 | Show | |
Teilnehmer: Info: Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society) Loot: 4975gp Potions: Ring of Evasion 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 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 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 You have a +1 bonus to AC while wearing this armor. Shortsword +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. Battleaxe +1 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 |
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2023-05-21 19:00 | DDHC-KftGV-03 Reach for the Stars | 1 | 1 | 130 | 10 | Wand of Magic Missiles, Ring of Jumping, Eldritch Claw Tattoo | Show | |
Teilnehmer: A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. Informationen: Delphi Mansion: Loot: 220gp Wand of Magic Missiles 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: Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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. 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. 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.
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2024-05-24 09:16 | Catching up and Shopping | 1 | -2364 | -10 | Show | |||
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: |
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2023-10-24 19:00 | DDHC-KftGV-04 Prisoner 13 | 1 | 1 | 207 | 10 | Wand of Binding, Mithral Armor Plate, Slippers of Spider Climbing, Cap of Water Breathing, Rapier of Life Stealing, Amulet of the Devout +1 | Show | |
Teilnehmer: Info: Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen. Drei Councilormitglieder sind anwesen: 13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden. Loot: 207gp Wand of Binding 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 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 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 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: 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. 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. 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. |
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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. +1 lvl Rogue |
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2023-05-05 20:00 | DDHC-KftGV - The Murkmire Malevolence | 1 | 1 | 20 | 10 | Bag of Holding, Cloak of Elvenkind | Show | |
Teilnehmer: Golden Vault (Eoin ist Mitglied) Bag of Holding 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. |
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2023-11-08 19:09 | DDHC-KftGV-05 - Tocksworth's Clockworks | 1 | 1 | 1082 | 10 | Boots of Striding and Springing, Driftglobe, Stone of Good Luck (Luckstone), Staff of Healing | Show | |
Teilnehmer: Loot: 1082gp 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 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. |
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2025-07-10 18:07 | Catching up | 5 | -50 | Show | ||||
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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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2025-07-10 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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2023-04-20 17:57 | Starting Log | Show | ||||||
Eoin, "Red Mist"Size: 170 (medium) Costomizing your Origin: Choose a Class: Rogue (PHB) Choose a Background: Lost Coin (Spy) Class Equipment Biography(True Name: Aurellia Duskheart) 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: |
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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) |
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2023-05-17 11:26 | Trade Log | -5 | Glaive of Warning > Gloves of Thievery | Show Trade Log | ||||
Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055873 |
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2024-03-04 23:29 | Assignment 1. Season 13 (50?) | Rogue's Mantle | Show DM Log | |||||
Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days Rogue's Mantle 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. |
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2024-03-04 23:34 | DM Reward Downtime Adjustment | 20 | Show | |||||
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Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2023-05-14 18:30 | DDHC-KftGV-02 The Stygian Gambit | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: 150gp +1 Rapier You have a +1 bonus to attack and damage rolls made with this magic weapon. 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 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. 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. 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. 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 eingekauft: |
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2024-03-23 19:00 | DDHC-KftGV-06 - Masterpiece Imbroglio | 1 | 10 | Show | ||||
Teilnehmer: Info: "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) 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 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.) 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 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 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.
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2024-05-01 18:30 | DDHC-KGV-07 Keys from the Golden Vault - Axe from the Grave | 1 | 10 | Show | ||||
Teilnehmer: Info: verbraucht: Loot: 200gp Belohnung der Golden Vault: Revenge (Vicious Longbow) 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.
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2025-06-17 21:00 | DDHC-KftGV-08 Vidorants Vault | 1 | 10 | Show | ||||
Teilnehmer: Info: Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society) Loot: 4975gp Potions: Ring of Evasion 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 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 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 You have a +1 bonus to AC while wearing this armor. Shortsword +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. Battleaxe +1 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 |
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2023-05-21 19:00 | DDHC-KftGV-03 Reach for the Stars | 1 | 10 | Show | ||||
Teilnehmer: A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. Informationen: Delphi Mansion: Loot: 220gp Wand of Magic Missiles 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: Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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. 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. 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.
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2024-05-24 09:16 | Catching up and Shopping | -10 | Show | |||||
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: |
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2023-10-24 19:00 | DDHC-KftGV-04 Prisoner 13 | 1 | 10 | Show | ||||
Teilnehmer: Info: Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen. Drei Councilormitglieder sind anwesen: 13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden. Loot: 207gp Wand of Binding 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 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 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 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: 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. 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. 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. |
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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. +1 lvl Rogue |
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2023-05-05 20:00 | DDHC-KftGV - The Murkmire Malevolence | 1 | 10 | Show | ||||
Teilnehmer: Golden Vault (Eoin ist Mitglied) Bag of Holding 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. |
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2023-11-08 19:09 | DDHC-KftGV-05 - Tocksworth's Clockworks | 1 | 10 | Show | ||||
Teilnehmer: Loot: 1082gp 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 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. |
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2025-07-10 18:07 | Catching up | -50 | Show | |||||
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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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2025-07-10 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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2023-04-20 17:57 | Starting Log | Show | ||||||
Eoin, "Red Mist"Size: 170 (medium) Costomizing your Origin: Choose a Class: Rogue (PHB) Choose a Background: Lost Coin (Spy) Class Equipment Biography(True Name: Aurellia Duskheart) 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: |
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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) |
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2023-05-17 11:26 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055873 |
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2024-03-04 23:29 | Assignment 1. Season 13 (50?) | Show DM Log | ||||||
Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days Rogue's Mantle 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. |
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2024-03-04 23:34 | DM Reward Downtime Adjustment | 20 | Show | |||||
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Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2023-05-14 18:30 | DDHC-KftGV-02 The Stygian Gambit | 1 | 110 | 10 | +1 Rapier, Glaive of Warning | Show | ||
Teilnehmer: Info: Loot: 150gp +1 Rapier You have a +1 bonus to attack and damage rolls made with this magic weapon. 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 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. 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. 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. 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 eingekauft: |
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2024-03-23 19:00 | DDHC-KftGV-06 - Masterpiece Imbroglio | 1 | 1264 | 10 | Necklace of Fireballs (7 Charges), Lantern of Revealing, Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.), Sending Stones, Staff of the Woodlands | Show | ||
Teilnehmer: Info: "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) 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 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.) 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 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 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.
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2024-05-01 18:30 | DDHC-KGV-07 Keys from the Golden Vault - Axe from the Grave | 1 | 200 | 10 | Revenge (Vicious Longbow) | Show | ||
Teilnehmer: Info: verbraucht: Loot: 200gp Belohnung der Golden Vault: Revenge (Vicious Longbow) 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.
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2025-06-17 21:00 | DDHC-KftGV-08 Vidorants Vault | 1 | 4975 | 10 | Ring of Evasion, Gloves of Thievery, Vidorant's Ring, Scale Mail +1, Shortsword +1, Battleaxe +1 | Show | ||
Teilnehmer: Info: Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society) Loot: 4975gp Potions: Ring of Evasion 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 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 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 You have a +1 bonus to AC while wearing this armor. Shortsword +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. Battleaxe +1 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 |
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2023-05-21 19:00 | DDHC-KftGV-03 Reach for the Stars | 1 | 130 | 10 | Wand of Magic Missiles, Ring of Jumping, Eldritch Claw Tattoo | Show | ||
Teilnehmer: A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion. Informationen: Delphi Mansion: Loot: 220gp Wand of Magic Missiles 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: Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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. 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. 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.
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2024-05-24 09:16 | Catching up and Shopping | -2364 | -10 | Show | ||||
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: |
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2023-10-24 19:00 | DDHC-KftGV-04 Prisoner 13 | 1 | 207 | 10 | Wand of Binding, Mithral Armor Plate, Slippers of Spider Climbing, Cap of Water Breathing, Rapier of Life Stealing, Amulet of the Devout +1 | Show | ||
Teilnehmer: Info: Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen. Drei Councilormitglieder sind anwesen: 13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden. Loot: 207gp Wand of Binding 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 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 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 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: 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. 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. 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. |
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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. +1 lvl Rogue |
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2023-05-05 20:00 | DDHC-KftGV - The Murkmire Malevolence | 1 | 20 | 10 | Bag of Holding, Cloak of Elvenkind | Show | ||
Teilnehmer: Golden Vault (Eoin ist Mitglied) Bag of Holding 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. |
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2023-11-08 19:09 | DDHC-KftGV-05 - Tocksworth's Clockworks | 1 | 1082 | 10 | Boots of Striding and Springing, Driftglobe, Stone of Good Luck (Luckstone), Staff of Healing | Show | ||
Teilnehmer: Loot: 1082gp 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 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. |
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2025-07-10 18:07 | Catching up | -50 | Show | |||||
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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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2025-07-10 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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2023-04-20 17:57 | Starting Log | Show | ||||||
Eoin, "Red Mist"Size: 170 (medium) Costomizing your Origin: Choose a Class: Rogue (PHB) Choose a Background: Lost Coin (Spy) Class Equipment Biography(True Name: Aurellia Duskheart) 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: |
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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) |
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2023-05-17 11:26 | Trade Log | -5 | Glaive of Warning > Gloves of Thievery | Show Trade Log | ||||
Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055873 |
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2024-03-04 23:29 | Assignment 1. Season 13 (50?) | Rogue's Mantle | Show DM Log | |||||
Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days Rogue's Mantle 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. |
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2024-03-04 23:34 | DM Reward Downtime Adjustment | 20 | Show | |||||
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