Eoin, "Red Mist"

Season:
Forgotten Realms S 13
Race:
Halfelf (Elf/Dhampier)
Class:
Phantom Rouge lvl 9
Background:
Lost Coin (Spy)
Lifestyle:
Modest
Current Level:
9
Total GP:
3505
Total Downtime:
205
Tag:
Faction:
Golden Vault
Faction Rank:
Notorious (rank 2)
Magic Item Count:
37
Magic Item Limit:
3
Bag of Holding,
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

Log Entries

Date Played Adventure Title Session Levels ▼ GP Downtime Magic Items
2023-04-20 17:57 Starting Log Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Source: Ability Two +1, one +2
Chose: Dex +2, Wis +1, Int +1
Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 12, Wis 13, Cha 10


Choose a Class: Rogue (PHB)
Weapon Proficiencies: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Armor Proficiencies: Light Armor
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Fog Cloud


Class Equipment
Leather Armor, Dagger (2), Thieves' Tools, Rapier, Shortbow,Quiver,Arrows (20), Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


Biography

(True Name: Aurellia Duskheart)
.
Aurellia Duskheart, alias Eoin, wurde in ein Leben voller Verbrechen hineingeboren. Ihre Mutter, Sylfiel Duskheart, war ein Mitglied der Coin Spinner, einer berüchtigten Bande in der Stadt Luskan. Die Bande operierte vom alten Klarlichttempel von Tymora aus und nutzte wohltätige Aktivitäten wie die Speisung der Armen als Deckmantel für ihre kriminellen Aktivitäten, zu denen auch Erpressung und Schutzgelderpressung gehörten. Der Name der Bande leitet sich von der Münze ab, die das Symbol von Tymora war, und ihr Emblem war eine Münze, die sowohl das Symbol von Tymora als auch das von Beshaba enthielt.

Eoin war ein Halbelf-Vampir-Mischling, und ihre Mutter hatte ihr von klein auf die Kunst des Diebstahls beigebracht. Sylfiel war kein guter Mensch, und Eoin litt am meisten unter der harten Behandlung durch ihre Mutter. Ihren Vater hat sie nie gekannt, und ihre Mutter hat nie von ihm gesprochen, außer dass sie sich nicht an die Nacht seiner Zeugung erinnern konnte.

Als Eoin heranwuchs, wurde sie von ihrem Leben in der Bande zunehmend desillusioniert. Sie sah aus erster Hand das Leid, das die Coin Spinner unschuldigen Menschen zufügten, und sie wusste, dass sie für sich selbst etwas anderes wollte. Als sie zwanzig Jahre alt war, ergriff sie ihre Chance zur Flucht. Mit einem beträchtlichen Teil der unrechtmäßig erworbenen Gewinne der Bande entkam sie unbemerkt und begann ein neues Leben auf eigene Faust.

Eoins erste Jahre auf sich allein gestellt waren schwierig. Sie hatte kaum andere Fähigkeiten als die einer Diebin, und sie musste sich auf ihren Verstand verlassen, um zu überleben. Sie nahm jede Arbeit an, die sie finden konnte, einschließlich Söldnerarbeit und sogar Attentate, wenn der Preis stimmte. Sie war gut in dem, was sie tat, aber sie verlor nie aus den Augen, dass dies alles nur ein Mittel zum Zweck war. Sie wollte sich ein neues Leben aufbauen, eines, in dem sie nicht ständig über ihre Schulter blicken musste, eines, in dem sie sich von den Schatten ihrer Vergangenheit befreien konnte.

Eoins Chance auf ein neues Leben kam, als sie eine Gruppe von Abenteurern traf, die durch Luskan reisten. Sie waren auf der Suche nach einem mächtigen Artefakt aus einer nahegelegenen Ruine und brauchten jemanden, der sich in der zwielichtigen Unterwelt der Stadt auskannte, um ihnen zu helfen. Eoin zögerte zunächst, aber etwas an der Gruppe gefiel ihr. Sie waren mutig, und sie kämpften für eine Sache, die größer war als sie selbst. Sie erinnerten sie an die Person, die sie sein wollte.

Eoin willigte ein, den Abenteurern zu helfen, und sie erwies sich als unschätzbare Bereicherung für die Gruppe. Sie kannte die Stadt wie ihre Westentasche, und ihre Fähigkeiten als Diebin und Attentäterin kamen ihr zugute. Im Laufe ihres Abenteuers wuchs Eoin der Gruppe näher, und diese ihr. Sie begannen, sie nicht mehr als angeheuerte Arbeitskraft, sondern als Freundin zu betrachten.

Je tiefer sie in die Ruinen vordrangen, desto mehr wurde Eoin klar, dass dies das Leben war, das sie wollte. Sie wollte Teil von etwas sein, das größer war als sie selbst, für das Richtige kämpfen und etwas in der Welt bewirken. Sie wusste, dass es nicht einfach sein würde und dass sie die Narben ihrer Vergangenheit immer mit sich tragen würde, aber sie war bereit, es zu versuchen.

Als sie endlich aus den Ruinen auftauchten, traf Eoin eine Entscheidung. Sie teilte der Gruppe mit, dass sie sich ihnen anschließen wollte, um Teil ihrer Abenteuertruppe zu werden. Die Gruppe nahm sie mit offenen Armen auf, und sie wusste, dass sie eine neue Familie gefunden hatte.

Eoin kämpft immer noch mit den Erinnerungen an ihre Vergangenheit. Sie hat immer noch Albträume von den Dingen, die sie als Mitglied der Münzspinner getan hat. Aber sie weiß, dass sie die Vergangenheit nicht ändern kann.


Aurellia Duskheart, auch bekannt unter ihrem Alias Eoin, ist eine Halbvampierin mit einem markanten und einprägsamen Erscheinungsbild. Ihre pechschwarzen Haare sind in mehrere geflochtene Strähnen gebunden und reichen bis über ihre Schultern. Doch ihre auffälligsten Merkmale sind zweifellos ihre roten, glänzenden Augen, die einen gewissen hypnotischen Effekt auf ihr Gegenüber haben können.

Ihr Gesicht ist atemberaubend schön und fast schon zu perfekt, um real zu sein. Man könnte meinen, es handele sich dabei um ein Gemälde oder eine Figur aus einem Traum. Doch trotz ihres äußerlichen Scheins hat sie stets einen ernsten Gesichtsausdruck, der ihre Härte und Entschlossenheit widerspiegelt.

Aurellia ist schlank und sportlich gebaut, was ihr eine gewisse Agilität verleiht. Ihre Kleidung besteht aus einem langen, dunklen Ledermantel, der ihre Schultern und ihren Körper bedeckt, und einem großen braunen Hut, der ihr Gesicht und ihre Augenpartie teilweise verdeckt. Unter ihrem Mantel trägt sie eine Lederrüstung, die gut versteckt ist und ihr Schutz und Mobilität bietet. An ihrem Gürtel hängen viele Utensilien, die sie für ihre Arbeit als Schurkin benötigt.

Eines ihrer Lieblingswerkzeuge sind ihre vielen kleinen Dolche, die in Riemen an verschiedenen Stellen ihrer Rüstung versteckt sind. Ein schlankes Rapier hängt an ihrer Seite und ist jederzeit einsatzbereit. Ihre langen Lederstiefel betonen ihren sportlichen Körperbau und sorgen dafür, dass sie schnell und wendig bleiben kann.

Um ihren Hals trägt Aurellia ein Amulett mit einem roten Edelstein, das stets auf ihre Brust fällt. Obwohl es in ihrem sonstigen Erscheinungsbild kaum auffällt, kann man manchmal das Gefühl haben, dass das Amulett von innen heraus leuchtet und eine magische Präsenz ausstrahlt.


Gottheit:
Ist der Göttin Tymora, Lady Luck zugetahn.
Hat eine wissen über Beshaba, Lady Doom durch ihre verbindungen mit den Coin Spinnern. Ist keine Gläubige aber denkt wenn etwas schief geht, hat die Göttin ihre Hände im Spiel. (durch die rivalität der zwei Göttinen)


2024-03-24 20:00 Trade Log -5 Staff of the Woodlands > Wand of Fireballs Show Trade Log

Tradet with Arinya https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1116065

2024-05-26 14:16 DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes 1 2500 10 Flame Tongue Longsword, Dragon Scale Mail (red), Necklace of Fireballs (7 Ladungen), Battleaxe +1, Shield +1 Show

Teilnehmer:
(9) Deringston Xa'thon - Gnurlan Menthril - (Forrest)Gnome - Evocation Wizard(9)
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault


Info:
Striking a match against the rock in the hill,
Whit enveloped himself in the thrill.
As fire and smoke and passion did whisper
Of fluttering and risk the first time you kiss her.
The match held elation and a breath on the edge,
The trust strong between you as you lean in and pledge
To throw yourself into the wind with abandon,
A thrill unmatched and she takes your cold hand, and—
Ach! The emotion was gone, snuffed out by a breeze,
And Whit gripped the tinder, loathing the ease
With which mortals could carry this fervor and fire
Without burning inside out from their pyre.
Three matches to go, the impish fey thought,
The next one would give him all that he sought.
The next match would give him a soul bright and stark,
Three matches to go, while the world faded dark.


Loot: 2500gp
1x Oil of Sharpness
8x Arrows +1


Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.


Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.


Necklace of Fireballs (7 Ladungen)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Dragon Scale Mail (red)
Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.


Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.


Story Award: King Jhaeros´s Faver
If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.


Jalynvyr Nir'Thinn. Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. (2x rare consumable)
1x Spell Scroll of Revivify
1x Spell Scroll of Greater Restoration


Belohnung der Golden Vault:


2024-07-07 14:44 Trade Log -5 Wand of Fireballs > +1 Studded Leather Armor Show Trade Log

Tradet with Azalea https://www.adventurersleaguelog.com/users/36450/characters/88932/trade_log_entries/1130835

2025-01-05 17:42 Trade Log -5 Revenge (Vicious Longbow) > Rod of the Pact Keeper +2 Show Trade Log

Tradet with Veil https://www.adventurersleaguelog.com/users/36450/characters/87837/trade_log_entries/1182335

2025-03-11 20:04 Reworkt Starting Log and Rest Changes for 2024 Rules 1 23 Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Base Walk Speed: 30 ft.
Darkvision, Half-Elf Fey Ancestry
Skill Versatility: Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Ability Score Point ´Buy:
St 8, Dex 15 (+2+1+2), Con 14, Int 12, Wis 13 (+1), Cha 10


Choose a Class: Rogue (PHB)
Proficiency Saving Throw: Dexterity, Intelligence
Proficiency Weapon: Simple Weapons
Proficiency Tool: Thieves' Tools
Proficiency Armor: Light Armor
Rogue Martial Weapons Proficiency: You gain the Hand Crossbow, Rapier, Scimitar, Shortsword and Whip proficiencys.
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant, Sneak Attack, Weapon Mastery
lvl 2 bis 9:
lvl 2: Cunning Action
lvl3: Chosen Subclass: Phantom Rogue
Whispers of the Dead, Wails from the Grave, Steady Aim
Level 4 Feat: Elven Accuracy +1 Dex
lvl 5: Cunning Strike, Uncanny Dodge, Cunning Strike Poison, Cunning Strike Trip, Cunning Strike Withdraw
lvl 6: Expertise: Sleigth of Hand, Stealth
lvl 7: Evasion, Reliable Talent
Level 8 Feat: Ability Score Improvement: +2 Dex
lvl 9: Tokens of the Departed


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Source: Ability One +1, one +2
Chose: Dex +2, Wis +1
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Find Familiar


Class Equipment
8gp, Leather Armor, Dagger (2), Shortsword, Shortbow, Arrows (20), Quiver, Thieves' Tools, Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


2025-03-11 21:11 DDHC-KGV-11 Affair on the Concordant Express 1 333 10 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), „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(8) Karrakasz - Luran Trisona - Harengon - Battlemaster 8 - none
(8)Kiri - Purity - Yuan Ti - Abjuration wizard 8
(8) Raimundo-O - Marinus - Plasmoid - Fighter 2 Fathomless Warlock 6 - none
(10) Frederic T. - Reed - Human - Figther 1/Barbarian 9 - nione


Info:
Findet die Wahren Namen der Demonen:
- the pit fiend Karnyros,
- the balor Errtok
- the marilith Hexalanthe
The Stranger ist der einzige der diese weis und ist momentan ein Insasse des Concordant Express.
https://files.d20.io/marketplace/2983685/VtG-lOU2W5HbkLK-v5TeYQ/med.png?1672691811&1675656787
Mörder im Wagong, potenziele Mördervon Quintus Malves dem Aasimar:
Abernathy Vernus Cambion
Ethlynn Stalaczic Drow Female Mage
Meldar the Azer
Gefängniswechter, Omid the Deva
the Syndicate of Terror, Extortion, Assassination, and Larceny (STEAL)


Karnyros’s true name is a series of guttural growls and grimaces, followed by a sound like a popping balloon.
The balor Errtok wahrer Name: Ar-lothe Gothu Ka.
Hexalanthe’s true name is a low-toned, rhythmic chant accompanied by a series of hand gestures, dance moves, and drumrolls.


Loot: 333gp
1x Potion of Greater Healing


True Name´s that told The Stranger:
Sequence of musical notes played on a lyre
“Naelurec” (“cerulean” backward)
“Lamoura”
Nine-second hum of a tuning fork
Seven tolls of an iron bell
“Barak-Shivad of the Night Realm”
“Winterglory”
“Red Rust”
“Myranna Vos Aeldar”
Sad mewling of a kitten
Sound of a lute being smashed to pieces
“The Nameless One”


Story Award: Mysterious Equation
You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. Chose: Performance


Story Award: True Name Terror.
Characters who learn the true names of powerful Fiends are marked for death by those Fiends, which send powerful underlings to slay the characters.


Story Award: Trials and Tribulations.
The characters might be forced to stand before a tribunal in Mechanus for aiding an interplanar fugitive or answer to a powerful Celestial for slaying an angel.


Wand of Magic Missiles
Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.


Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • “Stream” produces 1 gallon of water.
  • “Fountain” produces 5 gallons of water.
  • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Dimensional Shackles
Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.


Horn of Valhalla, Silver
Wondrous item, rare

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.


Mithral Armor (Chainmail)
Armor (Chainmail), Uncommon

Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Silvered Greatsword (+3 Greatsword)
Martial weapon, melee weapon, very rare
Mastery: Graze

Silvered +3 greatsword that once belonged to a githyanki knight

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.


Belohnung der Golden Vault:


„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2)
(“Shimmering Threads of Lunar Essence”) – Wondrous item, rare

  • “When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands*

These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin.

The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes.

A name is embroidered inside the wraps in delicate, elven script:
"Aranóni Lómeanárë" – "Daughter of the Silent Light"

While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.


2025-05-18 14:17 Trade Log -5 „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) > Dagger of Venom Show Trade Log

Tradet with Shahana Lómelindë, Lómea Aurë-Lókë https://www.adventurersleaguelog.com/users/36450/characters/104895/trade_log_entries/1206570

2025-06-17 21:00 DDHC-KftGV-08 Vidorants Vault 1 Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(10) Echo - Valyn Rosemantle - Ghostwise Halfling - 8 Divine Soul Sorcerer / 2 Warlock - Lords Alliance
(10) Xar - Ponti Goodwill - Aasimar - Cleric 6 Fighter 1 Sorcerer 2 Warlock 1
(10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault
(10) Sparetime Gamer - Di'Ann - Aasimar - Twilight Cleric 10 - Golden Vault


Info:


Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society)
Nixylanna Vidorant, Ehemaligs Mitglied der Silver Fingers Society.
Pelten, eine ehemalige Wache in Vidorant Herrenhaus.
Turolga, verrückte Katzenlady, die auch unter Vidorant gedient hat.


Loot:


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

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
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-03-04 23:34 DM Reward Downtime Adjustment 20 Show

  • 20 downtime days

2023-05-05 20:00 DDHC-KftGV - The Murkmire Malevolence 1 1 20 10 Bag of Holding, Cloak of Elvenkind Show

Teilnehmer:
(1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 - none
(2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 - None
(1) Bramymond - Bramymond von Bern - Custom Lineage - Shadow Magic Sorcerer 1
(2) happy- RTFM - Autognome - Artificer 2 - none
(1)Brennjie - Lyra - High Elf - Paladin 1 - None
(2) Joscho - Danis Licast - Moon Druid 2 - None


Golden Vault (Eoin ist Mitglied)
Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization rights moral wrongs, supports virtuous underdogs, and handles delicate situations local authorities won’t touch. The Golden Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause.
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Meera Raher Kontakt
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Informationen:
Curator Alda Arkin
Ihr habt (LEIHWEISE!) bekommen: Seil (Seide); Disguise kit; Forgery Kit, Kinderwagen, 5x Rauchbombe
+ FLöte


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


Golden Vault Reward:


Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.


2023-05-14 18:30 DDHC-KftGV-02 The Stygian Gambit 1 1 110 10 +1 Rapier, Glaive of Warning Show

Teilnehmer:
(2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault
(2) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer - Golden Vault
(2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault
(1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault
(2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault


Info:
Quentin Togglepocket Besitzer des Afterlife Casino
Verity Auftraggeberin die ihren Besitz wieder haben will und gerne auch zeigt das es auf ihren Mist gewachsen ist.
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Die Sicherheitsleute haben Armbänder, an denen eine Metallplakette befestigt ist. Diese ist Grün und hat ein Teufelssymbol
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a 12-inch-long rod made of bone with a stylized copper minotaur head mounted at each end of it


Loot: 150gp


+1 Rapier
Weapon, uncommon, Major tier

You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Golden Vault Reward:


Glaive of Warning
Weapon, uncommon (requires attunement), Major tier
Martial weapon, melee weapon

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach.

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


+1 lvl Rouge
Subclass Chosen: Phantom


eingekauft:
Studded Leather Armor -45gp
verkauft:
Leater Armor +5gp

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:
(6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault
(9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8
(6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault
(7) Folk2K - Gisele - TCL - Ranger3 Druid4 - none
(5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - none


Info:
Adrisa Carimorte, Cognoscenti Esoterica Mitglied
Grinky Brithwort, ist ein Gefangenes Gang mitglied das uns Informationen gegeben hat.
Die Agile Hand ist eine Diebesgilde, Gildenmeister Dämmerung liebt gold, man weis nicht warum sie das Gemälde gestohlen hat.
Das Gildenhaus ist als Taverne verkleidet und das Hauptgebäude hat die Fenstervernagelt.
Schlüssel haben die Gildenmeisterin
Elix der Heilige, besucht die Taverne Tipsy Krug und trifft dort die Bardame.
Jaymont der Sünder, der Spion der Gilde
Der Meister der Raben, Gwish
Loot wird entweder in Elix Büro untersucht, Keller wo auch die Neuen ausgebildet werden oder im Turm wo die Gildenmeisterin ihre Gemächer hat.


"Eine Gruppe von Gelehrten und Weisen, die als Cognoscenti Esoterica bekannt sind, kaufte kürzlich ein Gemälde von Constantori, einem berühmten Höfling, der angeblich einst der schönste Mann der Welt war. Das Porträt soll okkulte Eigenschaften haben, doch bevor die Weisen es studieren konnten, wurde das Gemälde von der Agilen Hand, einer Diebesgilde, gestohlen. In diesem Abenteuer müssen die Charaktere das Porträt von Constantori aus dem Gildenhaus der Agilen Hand holen und es Adrisa Carimorte, einem Mitglied der Cognoscenti Esoterica, zurückgeben."


Hier sind die Regeln. Achte auf Schlüssel und Schlüssellöcher. Pass auf meine Haustiere auf. Folgen Sie den Pfeilen, aber lassen Sie sich nicht von ihnen treffen. Vertrauen Sie Ihren Ohren und denken Sie daran: Ein wenig Druck kann eine gute Sache sein. Geht lebend raus. Denken Sie daran, dass Sie dies wollten. Viel Glück, Grunzer. – Dämmerung


Loot: 1264 gp


Necklace of Fireballs (7 Charges)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.


Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.)
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.


Sending Stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.


Belohnung der Golden Vault:

Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


  • 1 lvl Rouge

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:
(3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault
(3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault
(3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault
(3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none
Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None
(3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none


A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion.


Informationen:
The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out.
"farrl’v hrak"
Zala carried two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion.
Four bottles of perfumes and scented oils (25 gp each) sit on the small table.
The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping.
Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine)
the room are four potions of healing, a potion of gaseous form, a vial containing oil of slipperiness, and a vial with one dose of assassin’s blood poison
a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant.
three spell scrolls (arms of Hadar, bane, and dimension door)
a bag containing six pieces of jewelry worth 100 gp each
On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing.
Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist’s fire.
he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (armor of Agathys and arms of Hadar).


Delphi Mansion:
"Markos has a room on the third floor where he performs rituals."
"A cavernous room underneath the basement contains four large crystals—purpose unknown."
"Mansion windows can be unlocked using the password 'Krokulm


Loot: 220gp
1x Potion of Healing
1x Spell scroll arms of Hadar
1x Spell scroll bane
1x Spell scroll dimension door
1x Spell scroll armor of Agathys
1x Spell scroll crown of madness
1x Spell scroll sleep
1x potion of gaseous form
1x vial containing oil of slipperiness
1x vial with one dose of assassin’s blood poison
1x alchemist’s fire


Wand of Magic Missiles
Adventuring Gear (Wand), uncommon

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.


Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.


Golden Vault Reward:
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Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.


  • 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex

eingekauft:
1x Disguise Kit -25gp
1x Forgery Kit -15gp
1x Poisoner's Kit -50gp


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:
(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers


Info:
Varrin Axebreaker, beauftrag uns eine Gefangenen (Prisoner 13) das Geheimniss eines Alten Zwergenschatzes zu entlocken. Der Schlüssel dieses schatzes hat die Gefangene bei sich. Axebreaker gab einen kleinen Orangen Edelstein der die Karte des Gefängnisses zu zeigen. https://s3.amazonaws.com/files.d20.io/marketplace/2983510/d0dtGm90ymjV8AhFT1JhsQ/max.png?1672691182&1675656609 Das Personal des Gefängnis wird jeden halben Monat ausgetauscht. Bethra ist ein Informatin die in Luskan auf uns warte. 3% des Schatzes ist unser Lohn wenn wir es schaft.


Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen.
Marta Marthannis, die Wardin des Gefängnises. (evtl Magierin) Ist Bessesen von einem Geist eines Zwerges (Abenteuerfreund von ihr).
7 Hochsicherheits Gefangene im Moment.
Drei Schichtsystem. Zwei Freie Tage. Alle 20 Minuten Durch das Hexagon.


Drei Councilormitglieder sind anwesen:
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Councilor Voss Anderton. Voss represents the city of Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he always weighs the ramifications of commuting a prisoner’s sentence.
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Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has no sense of humor and sighs deeply when her patience is tested. She likes giving others the benefit of the doubt, however—perhaps as an act of dissent—and votes yes on commutations more often than not.
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Councilor Kriv Norixius. Kriv represents the town of Daggerford. He is a lawful good, dragonborn noncombatant of silver dragon ancestry. He hopes to impress the Duchess of Daggerford by doing a good job. He has no tolerance for unrepentant criminals and often votes no on commutations.


13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden.
Will ganicht frei sein da sie dort sicher ist. Will nur die Papiere der Wardin (um sich länger hier einzurichten). Hat eine Pinnnummer auf der Hand und Poesi auf der anderen..
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Prisoner:
1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence.
2 Barlo Rageblade (chaotic good human), a famous adventurer convicted of reckless endangerment, has served 1d4 years of a 5-year sentence.
3 Quillion Sardo (lawful neutral halfling), convicted of using magic to influence others, has served 1d4 years of a 5-year sentence.
4 Pirouette (chaotic evil tiefling), a thieves’ guild leader convicted of multiple crimes, has served 1d20 years of a life sentence.
5 Ishar (chaotic evil elf), convicted of conspiracy to murder members of a noble family, has served 1d20 years of a life sentence.
6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence.


Loot: 207gp
1x Dust of Disappearance (Voll)


Wand of Binding
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.


Mithral Armor Plate
Armor (heavy), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.


Cap of Water Breathing
Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.


Belohnung der Golden Vault:
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Rapier of Life Stealing
Weapon, rare (requires attunement)Major tier
Martial weapon, melee weapon, 2 lb. 1d8 piercing - finesse

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Found On: Magic Item Table G


Lvl 5 Item Chose:

Amulet of the Devout +1

Wondrous item, uncommon (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.


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:
(5) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 5 - Golden Vault
(5) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (5) - keine
(5) Trava - Kyara Nox - Customize Race - Monk 5 - Golden Vault
(5) Folk2K - Aria - V.Human - Bard/Warlock - Golden Vault
(5) thebaconing - Dortor Strongflight - Rock Gnome - Wizard 5


Info:
https://s3.amazonaws.com/files.d20.io/marketplace/2983505/Je7-dOylZGGmd9MqrlUjVg/med.png?1672691250&1675656604


Loot: 1082gp
1x Potion of Hill Giant Strength
1x Spell Scroll of Magic Weapon
1x potions of healing
1x dust of disappearance (1 Ladung)
1x flasks of alchemist's fire
1x Healer`s Kit


Boots of Striding and Springing

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.


Driftglobe

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


Stone of Good Luck (Luckstone)

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


Belohnung der Golden Vault:

Staff of Healing

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


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:
(7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault
(7) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 7 - Golden Vault
(8) Flammenklinge – 4e 72 2e 30 Reparatureinheit ( Goblinslayer ) – Autognom – Battle Smith – Artificer – 8 – Golden Volt
(7)Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10


Info:
A famous Bard died, but somehow returned and is missing something Important. Apparently he can't gt it himself, so he reached out for help and the Golden Vault is about to send their best Agents.. you.
Frody Dartwild, ein Toter Barde dem die Mandoline aus dem Grab geklaut wurde und hauntet die Stadt bei nacht wärend er danach sucht.
Sythian Skalderang, hatte eine Farm geerbt aber diese ging zu grunde und sein Haus wurde zu einer Musikschule umgebaut für Reiche.
Mackerel and Trout, zwei Halblinge die auf einer zugrunde Gehenden Farm arbeiteten
Verdächtig da die Angestellten diesen erwähnt haben als würde er nicht dazugehören, Joster Mareeet (rot)
Graz’zt, Schrein im hinteren Turm


verbraucht:
Dust of Disappearance (1 Ladung)


Loot: 200gp
6x Crossbow Bolds +2


Belohnung der Golden Vault:


Revenge (Vicious Longbow)
Ranged weapon (martial, longbow), rare

This longbow is made of dark wood that is decorated with blue runes that light up slightly when an arrow is fired.

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.


  • 1 lvl Phantom Rouge, API: +2 Dex

2024-05-24 09:16 Catching up and Shopping 1 -2364 -10 Show

  • 1 Lvl Phantom Rouge Tokens of the Departed - erscheinen als Goldene Münzen und zerfallen zu goldstaub wenn sie zerstört werden.

Eines Abends, während Eoin durch die engen Gassen von Waterdeep schlich, überkam sie ein unerklärliches Gefühl der Unruhe. Der Mond schien hell am Himmel, und die Schatten warfen lange, gespenstische Formen auf das Kopfsteinpflaster. Sie spürte, dass etwas Ungewöhnliches vor sich ging. Ihre Schritte wurden langsamer, und schließlich blieb sie stehen.

Plötzlich erhellte ein sanftes, goldenes Licht die Dunkelheit vor ihr. Eoin fühlte sofort, wer es war – die Göttin Tymora selbst, die Göttin des Glücks und der guten Schicksale.

„Aurellia Duskheart,“ sagte die Stimme, die wie ein sanfter Windhauch klang, „Du hast den Pfad des Schattens verlassen, um ein neues Leben zu beginnen. Doch das Schicksal hat noch weitere Aufgaben für dich.“

Eoin kniete ehrfürchtig nieder und neigte den Kopf. „Lady Luck, was verlangt Ihr von mir?“

Das Samfte Licht kam näher und umgab sie sanft. „Es gibt Seelen in dieser Welt, die im Unglück verloren sind, die verdammt sind durch ihre eigenen Taten oder durch das, was ihnen widerfahren ist. Du, Aurellia, hast die Gabe, sie zu erlösen.“

Verwundert hob Eoin den Kopf und sah sah nur Licht. „Wie soll ich das tun?“

Eine glänzende Münze erschien in Eoins Blickfeld, die sowohl das Symbol von Tymora als auch das von Beshaba, der Göttin des Unglücks, trug. „Diese Münze symbolisiert das Schicksal. Wenn du deine Gabe einsetzt, wird eine solche Münze in deiner Hand erscheinen. Du musst sie freilassen, und sie wird zu goldenem Staub zerbröseln, der vom Wind fortgetragen wird. Dadurch wird die Seele, die du erlöst hast, Frieden finden.“

Aurellia betrachtete die Münze aufmerksam. „Ich werde mein Bestes tun, um dieser Aufgabe gerecht zu werden, my Lady.“

Das Licht wurde wärmer als ein Anerkennendes Gefühl durch Eoin flutete. „Ich weiß, dass du es kannst, Aurellia. Du hast bereits Mut und Entschlossenheit bewiesen. Nutze diese Gabe weise und bringe Licht in die Dunkelheit.“

Mit diesen Worten verschwand das Licht so plötzlich, wie es erschienen war, und ließ Eoin allein mit ihren Gedanken. Sie spürte eine neue Bestimmung in sich aufsteigen. Sie wusste, dass ihr Weg sie zu vielen Unglücklichen und Verlorenen führen würde, aber sie war bereit, die Herausforderung anzunehmen.


gekauft:
1x Hand Crossbow -75 gp
2x Crossbow Bolts (20)=(40) -2 gp
Spellcomp:
Kauft:
2x Diamond dust worth at least 100 gp -200gp
2x Diamond worth at least 300 gp -600gp
1x Diamond worth at least 500 gp
1x Rare oils and unguents worth at least 1,000 gp
verkauft:
1x Shortbow +12,5gp (Neu 25gp)
20 Arrows +0,5 (Neu 1gp)


Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2023-04-20 17:57 Starting Log Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Source: Ability Two +1, one +2
Chose: Dex +2, Wis +1, Int +1
Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 12, Wis 13, Cha 10


Choose a Class: Rogue (PHB)
Weapon Proficiencies: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Armor Proficiencies: Light Armor
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Fog Cloud


Class Equipment
Leather Armor, Dagger (2), Thieves' Tools, Rapier, Shortbow,Quiver,Arrows (20), Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


Biography

(True Name: Aurellia Duskheart)
.
Aurellia Duskheart, alias Eoin, wurde in ein Leben voller Verbrechen hineingeboren. Ihre Mutter, Sylfiel Duskheart, war ein Mitglied der Coin Spinner, einer berüchtigten Bande in der Stadt Luskan. Die Bande operierte vom alten Klarlichttempel von Tymora aus und nutzte wohltätige Aktivitäten wie die Speisung der Armen als Deckmantel für ihre kriminellen Aktivitäten, zu denen auch Erpressung und Schutzgelderpressung gehörten. Der Name der Bande leitet sich von der Münze ab, die das Symbol von Tymora war, und ihr Emblem war eine Münze, die sowohl das Symbol von Tymora als auch das von Beshaba enthielt.

Eoin war ein Halbelf-Vampir-Mischling, und ihre Mutter hatte ihr von klein auf die Kunst des Diebstahls beigebracht. Sylfiel war kein guter Mensch, und Eoin litt am meisten unter der harten Behandlung durch ihre Mutter. Ihren Vater hat sie nie gekannt, und ihre Mutter hat nie von ihm gesprochen, außer dass sie sich nicht an die Nacht seiner Zeugung erinnern konnte.

Als Eoin heranwuchs, wurde sie von ihrem Leben in der Bande zunehmend desillusioniert. Sie sah aus erster Hand das Leid, das die Coin Spinner unschuldigen Menschen zufügten, und sie wusste, dass sie für sich selbst etwas anderes wollte. Als sie zwanzig Jahre alt war, ergriff sie ihre Chance zur Flucht. Mit einem beträchtlichen Teil der unrechtmäßig erworbenen Gewinne der Bande entkam sie unbemerkt und begann ein neues Leben auf eigene Faust.

Eoins erste Jahre auf sich allein gestellt waren schwierig. Sie hatte kaum andere Fähigkeiten als die einer Diebin, und sie musste sich auf ihren Verstand verlassen, um zu überleben. Sie nahm jede Arbeit an, die sie finden konnte, einschließlich Söldnerarbeit und sogar Attentate, wenn der Preis stimmte. Sie war gut in dem, was sie tat, aber sie verlor nie aus den Augen, dass dies alles nur ein Mittel zum Zweck war. Sie wollte sich ein neues Leben aufbauen, eines, in dem sie nicht ständig über ihre Schulter blicken musste, eines, in dem sie sich von den Schatten ihrer Vergangenheit befreien konnte.

Eoins Chance auf ein neues Leben kam, als sie eine Gruppe von Abenteurern traf, die durch Luskan reisten. Sie waren auf der Suche nach einem mächtigen Artefakt aus einer nahegelegenen Ruine und brauchten jemanden, der sich in der zwielichtigen Unterwelt der Stadt auskannte, um ihnen zu helfen. Eoin zögerte zunächst, aber etwas an der Gruppe gefiel ihr. Sie waren mutig, und sie kämpften für eine Sache, die größer war als sie selbst. Sie erinnerten sie an die Person, die sie sein wollte.

Eoin willigte ein, den Abenteurern zu helfen, und sie erwies sich als unschätzbare Bereicherung für die Gruppe. Sie kannte die Stadt wie ihre Westentasche, und ihre Fähigkeiten als Diebin und Attentäterin kamen ihr zugute. Im Laufe ihres Abenteuers wuchs Eoin der Gruppe näher, und diese ihr. Sie begannen, sie nicht mehr als angeheuerte Arbeitskraft, sondern als Freundin zu betrachten.

Je tiefer sie in die Ruinen vordrangen, desto mehr wurde Eoin klar, dass dies das Leben war, das sie wollte. Sie wollte Teil von etwas sein, das größer war als sie selbst, für das Richtige kämpfen und etwas in der Welt bewirken. Sie wusste, dass es nicht einfach sein würde und dass sie die Narben ihrer Vergangenheit immer mit sich tragen würde, aber sie war bereit, es zu versuchen.

Als sie endlich aus den Ruinen auftauchten, traf Eoin eine Entscheidung. Sie teilte der Gruppe mit, dass sie sich ihnen anschließen wollte, um Teil ihrer Abenteuertruppe zu werden. Die Gruppe nahm sie mit offenen Armen auf, und sie wusste, dass sie eine neue Familie gefunden hatte.

Eoin kämpft immer noch mit den Erinnerungen an ihre Vergangenheit. Sie hat immer noch Albträume von den Dingen, die sie als Mitglied der Münzspinner getan hat. Aber sie weiß, dass sie die Vergangenheit nicht ändern kann.


Aurellia Duskheart, auch bekannt unter ihrem Alias Eoin, ist eine Halbvampierin mit einem markanten und einprägsamen Erscheinungsbild. Ihre pechschwarzen Haare sind in mehrere geflochtene Strähnen gebunden und reichen bis über ihre Schultern. Doch ihre auffälligsten Merkmale sind zweifellos ihre roten, glänzenden Augen, die einen gewissen hypnotischen Effekt auf ihr Gegenüber haben können.

Ihr Gesicht ist atemberaubend schön und fast schon zu perfekt, um real zu sein. Man könnte meinen, es handele sich dabei um ein Gemälde oder eine Figur aus einem Traum. Doch trotz ihres äußerlichen Scheins hat sie stets einen ernsten Gesichtsausdruck, der ihre Härte und Entschlossenheit widerspiegelt.

Aurellia ist schlank und sportlich gebaut, was ihr eine gewisse Agilität verleiht. Ihre Kleidung besteht aus einem langen, dunklen Ledermantel, der ihre Schultern und ihren Körper bedeckt, und einem großen braunen Hut, der ihr Gesicht und ihre Augenpartie teilweise verdeckt. Unter ihrem Mantel trägt sie eine Lederrüstung, die gut versteckt ist und ihr Schutz und Mobilität bietet. An ihrem Gürtel hängen viele Utensilien, die sie für ihre Arbeit als Schurkin benötigt.

Eines ihrer Lieblingswerkzeuge sind ihre vielen kleinen Dolche, die in Riemen an verschiedenen Stellen ihrer Rüstung versteckt sind. Ein schlankes Rapier hängt an ihrer Seite und ist jederzeit einsatzbereit. Ihre langen Lederstiefel betonen ihren sportlichen Körperbau und sorgen dafür, dass sie schnell und wendig bleiben kann.

Um ihren Hals trägt Aurellia ein Amulett mit einem roten Edelstein, das stets auf ihre Brust fällt. Obwohl es in ihrem sonstigen Erscheinungsbild kaum auffällt, kann man manchmal das Gefühl haben, dass das Amulett von innen heraus leuchtet und eine magische Präsenz ausstrahlt.


Gottheit:
Ist der Göttin Tymora, Lady Luck zugetahn.
Hat eine wissen über Beshaba, Lady Doom durch ihre verbindungen mit den Coin Spinnern. Ist keine Gläubige aber denkt wenn etwas schief geht, hat die Göttin ihre Hände im Spiel. (durch die rivalität der zwei Göttinen)


2024-03-24 20:00 Trade Log -5 Show Trade Log

Tradet with Arinya https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1116065

2024-05-26 14:16 DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes 1 10 Show

Teilnehmer:
(9) Deringston Xa'thon - Gnurlan Menthril - (Forrest)Gnome - Evocation Wizard(9)
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault


Info:
Striking a match against the rock in the hill,
Whit enveloped himself in the thrill.
As fire and smoke and passion did whisper
Of fluttering and risk the first time you kiss her.
The match held elation and a breath on the edge,
The trust strong between you as you lean in and pledge
To throw yourself into the wind with abandon,
A thrill unmatched and she takes your cold hand, and—
Ach! The emotion was gone, snuffed out by a breeze,
And Whit gripped the tinder, loathing the ease
With which mortals could carry this fervor and fire
Without burning inside out from their pyre.
Three matches to go, the impish fey thought,
The next one would give him all that he sought.
The next match would give him a soul bright and stark,
Three matches to go, while the world faded dark.


Loot: 2500gp
1x Oil of Sharpness
8x Arrows +1


Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.


Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.


Necklace of Fireballs (7 Ladungen)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Dragon Scale Mail (red)
Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.


Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.


Story Award: King Jhaeros´s Faver
If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.


Jalynvyr Nir'Thinn. Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. (2x rare consumable)
1x Spell Scroll of Revivify
1x Spell Scroll of Greater Restoration


Belohnung der Golden Vault:


2024-07-07 14:44 Trade Log -5 Show Trade Log

Tradet with Azalea https://www.adventurersleaguelog.com/users/36450/characters/88932/trade_log_entries/1130835

2025-01-05 17:42 Trade Log -5 Show Trade Log

Tradet with Veil https://www.adventurersleaguelog.com/users/36450/characters/87837/trade_log_entries/1182335

2025-03-11 20:04 Reworkt Starting Log and Rest Changes for 2024 Rules 1 Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Base Walk Speed: 30 ft.
Darkvision, Half-Elf Fey Ancestry
Skill Versatility: Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Ability Score Point ´Buy:
St 8, Dex 15 (+2+1+2), Con 14, Int 12, Wis 13 (+1), Cha 10


Choose a Class: Rogue (PHB)
Proficiency Saving Throw: Dexterity, Intelligence
Proficiency Weapon: Simple Weapons
Proficiency Tool: Thieves' Tools
Proficiency Armor: Light Armor
Rogue Martial Weapons Proficiency: You gain the Hand Crossbow, Rapier, Scimitar, Shortsword and Whip proficiencys.
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant, Sneak Attack, Weapon Mastery
lvl 2 bis 9:
lvl 2: Cunning Action
lvl3: Chosen Subclass: Phantom Rogue
Whispers of the Dead, Wails from the Grave, Steady Aim
Level 4 Feat: Elven Accuracy +1 Dex
lvl 5: Cunning Strike, Uncanny Dodge, Cunning Strike Poison, Cunning Strike Trip, Cunning Strike Withdraw
lvl 6: Expertise: Sleigth of Hand, Stealth
lvl 7: Evasion, Reliable Talent
Level 8 Feat: Ability Score Improvement: +2 Dex
lvl 9: Tokens of the Departed


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Source: Ability One +1, one +2
Chose: Dex +2, Wis +1
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Find Familiar


Class Equipment
8gp, Leather Armor, Dagger (2), Shortsword, Shortbow, Arrows (20), Quiver, Thieves' Tools, Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


2025-03-11 21:11 DDHC-KGV-11 Affair on the Concordant Express 1 10 Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(8) Karrakasz - Luran Trisona - Harengon - Battlemaster 8 - none
(8)Kiri - Purity - Yuan Ti - Abjuration wizard 8
(8) Raimundo-O - Marinus - Plasmoid - Fighter 2 Fathomless Warlock 6 - none
(10) Frederic T. - Reed - Human - Figther 1/Barbarian 9 - nione


Info:
Findet die Wahren Namen der Demonen:
- the pit fiend Karnyros,
- the balor Errtok
- the marilith Hexalanthe
The Stranger ist der einzige der diese weis und ist momentan ein Insasse des Concordant Express.
https://files.d20.io/marketplace/2983685/VtG-lOU2W5HbkLK-v5TeYQ/med.png?1672691811&1675656787
Mörder im Wagong, potenziele Mördervon Quintus Malves dem Aasimar:
Abernathy Vernus Cambion
Ethlynn Stalaczic Drow Female Mage
Meldar the Azer
Gefängniswechter, Omid the Deva
the Syndicate of Terror, Extortion, Assassination, and Larceny (STEAL)


Karnyros’s true name is a series of guttural growls and grimaces, followed by a sound like a popping balloon.
The balor Errtok wahrer Name: Ar-lothe Gothu Ka.
Hexalanthe’s true name is a low-toned, rhythmic chant accompanied by a series of hand gestures, dance moves, and drumrolls.


Loot: 333gp
1x Potion of Greater Healing


True Name´s that told The Stranger:
Sequence of musical notes played on a lyre
“Naelurec” (“cerulean” backward)
“Lamoura”
Nine-second hum of a tuning fork
Seven tolls of an iron bell
“Barak-Shivad of the Night Realm”
“Winterglory”
“Red Rust”
“Myranna Vos Aeldar”
Sad mewling of a kitten
Sound of a lute being smashed to pieces
“The Nameless One”


Story Award: Mysterious Equation
You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. Chose: Performance


Story Award: True Name Terror.
Characters who learn the true names of powerful Fiends are marked for death by those Fiends, which send powerful underlings to slay the characters.


Story Award: Trials and Tribulations.
The characters might be forced to stand before a tribunal in Mechanus for aiding an interplanar fugitive or answer to a powerful Celestial for slaying an angel.


Wand of Magic Missiles
Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.


Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • “Stream” produces 1 gallon of water.
  • “Fountain” produces 5 gallons of water.
  • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Dimensional Shackles
Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.


Horn of Valhalla, Silver
Wondrous item, rare

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.


Mithral Armor (Chainmail)
Armor (Chainmail), Uncommon

Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Silvered Greatsword (+3 Greatsword)
Martial weapon, melee weapon, very rare
Mastery: Graze

Silvered +3 greatsword that once belonged to a githyanki knight

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.


Belohnung der Golden Vault:


„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2)
(“Shimmering Threads of Lunar Essence”) – Wondrous item, rare

  • “When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands*

These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin.

The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes.

A name is embroidered inside the wraps in delicate, elven script:
"Aranóni Lómeanárë" – "Daughter of the Silent Light"

While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.


2025-05-18 14:17 Trade Log -5 Show Trade Log

Tradet with Shahana Lómelindë, Lómea Aurë-Lókë https://www.adventurersleaguelog.com/users/36450/characters/104895/trade_log_entries/1206570

2025-06-17 21:00 DDHC-KftGV-08 Vidorants Vault 1 Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(10) Echo - Valyn Rosemantle - Ghostwise Halfling - 8 Divine Soul Sorcerer / 2 Warlock - Lords Alliance
(10) Xar - Ponti Goodwill - Aasimar - Cleric 6 Fighter 1 Sorcerer 2 Warlock 1
(10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault
(10) Sparetime Gamer - Di'Ann - Aasimar - Twilight Cleric 10 - Golden Vault


Info:


Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society)
Nixylanna Vidorant, Ehemaligs Mitglied der Silver Fingers Society.
Pelten, eine ehemalige Wache in Vidorant Herrenhaus.
Turolga, verrückte Katzenlady, die auch unter Vidorant gedient hat.


Loot:


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

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
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-03-04 23:34 DM Reward Downtime Adjustment 20 Show

  • 20 downtime days

2023-05-05 20:00 DDHC-KftGV - The Murkmire Malevolence 1 10 Show

Teilnehmer:
(1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 - none
(2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 - None
(1) Bramymond - Bramymond von Bern - Custom Lineage - Shadow Magic Sorcerer 1
(2) happy- RTFM - Autognome - Artificer 2 - none
(1)Brennjie - Lyra - High Elf - Paladin 1 - None
(2) Joscho - Danis Licast - Moon Druid 2 - None


Golden Vault (Eoin ist Mitglied)
Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization rights moral wrongs, supports virtuous underdogs, and handles delicate situations local authorities won’t touch. The Golden Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause.
.
Meera Raher Kontakt
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Informationen:
Curator Alda Arkin
Ihr habt (LEIHWEISE!) bekommen: Seil (Seide); Disguise kit; Forgery Kit, Kinderwagen, 5x Rauchbombe
+ FLöte


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


Golden Vault Reward:


Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.


2023-05-14 18:30 DDHC-KftGV-02 The Stygian Gambit 1 10 Show

Teilnehmer:
(2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault
(2) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer - Golden Vault
(2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault
(1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault
(2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault


Info:
Quentin Togglepocket Besitzer des Afterlife Casino
Verity Auftraggeberin die ihren Besitz wieder haben will und gerne auch zeigt das es auf ihren Mist gewachsen ist.
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Die Sicherheitsleute haben Armbänder, an denen eine Metallplakette befestigt ist. Diese ist Grün und hat ein Teufelssymbol
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a 12-inch-long rod made of bone with a stylized copper minotaur head mounted at each end of it


Loot: 150gp


+1 Rapier
Weapon, uncommon, Major tier

You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Golden Vault Reward:


Glaive of Warning
Weapon, uncommon (requires attunement), Major tier
Martial weapon, melee weapon

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach.

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


+1 lvl Rouge
Subclass Chosen: Phantom


eingekauft:
Studded Leather Armor -45gp
verkauft:
Leater Armor +5gp

2024-03-23 19:00 DDHC-KftGV-06 - Masterpiece Imbroglio 1 10 Show

Teilnehmer:
(6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault
(9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8
(6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault
(7) Folk2K - Gisele - TCL - Ranger3 Druid4 - none
(5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - none


Info:
Adrisa Carimorte, Cognoscenti Esoterica Mitglied
Grinky Brithwort, ist ein Gefangenes Gang mitglied das uns Informationen gegeben hat.
Die Agile Hand ist eine Diebesgilde, Gildenmeister Dämmerung liebt gold, man weis nicht warum sie das Gemälde gestohlen hat.
Das Gildenhaus ist als Taverne verkleidet und das Hauptgebäude hat die Fenstervernagelt.
Schlüssel haben die Gildenmeisterin
Elix der Heilige, besucht die Taverne Tipsy Krug und trifft dort die Bardame.
Jaymont der Sünder, der Spion der Gilde
Der Meister der Raben, Gwish
Loot wird entweder in Elix Büro untersucht, Keller wo auch die Neuen ausgebildet werden oder im Turm wo die Gildenmeisterin ihre Gemächer hat.


"Eine Gruppe von Gelehrten und Weisen, die als Cognoscenti Esoterica bekannt sind, kaufte kürzlich ein Gemälde von Constantori, einem berühmten Höfling, der angeblich einst der schönste Mann der Welt war. Das Porträt soll okkulte Eigenschaften haben, doch bevor die Weisen es studieren konnten, wurde das Gemälde von der Agilen Hand, einer Diebesgilde, gestohlen. In diesem Abenteuer müssen die Charaktere das Porträt von Constantori aus dem Gildenhaus der Agilen Hand holen und es Adrisa Carimorte, einem Mitglied der Cognoscenti Esoterica, zurückgeben."


Hier sind die Regeln. Achte auf Schlüssel und Schlüssellöcher. Pass auf meine Haustiere auf. Folgen Sie den Pfeilen, aber lassen Sie sich nicht von ihnen treffen. Vertrauen Sie Ihren Ohren und denken Sie daran: Ein wenig Druck kann eine gute Sache sein. Geht lebend raus. Denken Sie daran, dass Sie dies wollten. Viel Glück, Grunzer. – Dämmerung


Loot: 1264 gp


Necklace of Fireballs (7 Charges)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.


Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.)
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.


Sending Stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.


Belohnung der Golden Vault:

Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


  • 1 lvl Rouge

2023-05-21 19:00 DDHC-KftGV-03 Reach for the Stars 1 10 Show

Teilnehmer:
(3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault
(3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault
(3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault
(3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none
Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None
(3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none


A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion.


Informationen:
The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out.
"farrl’v hrak"
Zala carried two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion.
Four bottles of perfumes and scented oils (25 gp each) sit on the small table.
The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping.
Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine)
the room are four potions of healing, a potion of gaseous form, a vial containing oil of slipperiness, and a vial with one dose of assassin’s blood poison
a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant.
three spell scrolls (arms of Hadar, bane, and dimension door)
a bag containing six pieces of jewelry worth 100 gp each
On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing.
Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist’s fire.
he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (armor of Agathys and arms of Hadar).


Delphi Mansion:
"Markos has a room on the third floor where he performs rituals."
"A cavernous room underneath the basement contains four large crystals—purpose unknown."
"Mansion windows can be unlocked using the password 'Krokulm


Loot: 220gp
1x Potion of Healing
1x Spell scroll arms of Hadar
1x Spell scroll bane
1x Spell scroll dimension door
1x Spell scroll armor of Agathys
1x Spell scroll crown of madness
1x Spell scroll sleep
1x potion of gaseous form
1x vial containing oil of slipperiness
1x vial with one dose of assassin’s blood poison
1x alchemist’s fire


Wand of Magic Missiles
Adventuring Gear (Wand), uncommon

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.


Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.


Golden Vault Reward:
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Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.


  • 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex

eingekauft:
1x Disguise Kit -25gp
1x Forgery Kit -15gp
1x Poisoner's Kit -50gp


2023-10-24 19:00 DDHC-KftGV-04 Prisoner 13 1 10 Show

Teilnehmer:
(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers


Info:
Varrin Axebreaker, beauftrag uns eine Gefangenen (Prisoner 13) das Geheimniss eines Alten Zwergenschatzes zu entlocken. Der Schlüssel dieses schatzes hat die Gefangene bei sich. Axebreaker gab einen kleinen Orangen Edelstein der die Karte des Gefängnisses zu zeigen. https://s3.amazonaws.com/files.d20.io/marketplace/2983510/d0dtGm90ymjV8AhFT1JhsQ/max.png?1672691182&1675656609 Das Personal des Gefängnis wird jeden halben Monat ausgetauscht. Bethra ist ein Informatin die in Luskan auf uns warte. 3% des Schatzes ist unser Lohn wenn wir es schaft.


Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen.
Marta Marthannis, die Wardin des Gefängnises. (evtl Magierin) Ist Bessesen von einem Geist eines Zwerges (Abenteuerfreund von ihr).
7 Hochsicherheits Gefangene im Moment.
Drei Schichtsystem. Zwei Freie Tage. Alle 20 Minuten Durch das Hexagon.


Drei Councilormitglieder sind anwesen:
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Councilor Voss Anderton. Voss represents the city of Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he always weighs the ramifications of commuting a prisoner’s sentence.
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Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has no sense of humor and sighs deeply when her patience is tested. She likes giving others the benefit of the doubt, however—perhaps as an act of dissent—and votes yes on commutations more often than not.
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Councilor Kriv Norixius. Kriv represents the town of Daggerford. He is a lawful good, dragonborn noncombatant of silver dragon ancestry. He hopes to impress the Duchess of Daggerford by doing a good job. He has no tolerance for unrepentant criminals and often votes no on commutations.


13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden.
Will ganicht frei sein da sie dort sicher ist. Will nur die Papiere der Wardin (um sich länger hier einzurichten). Hat eine Pinnnummer auf der Hand und Poesi auf der anderen..
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Prisoner:
1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence.
2 Barlo Rageblade (chaotic good human), a famous adventurer convicted of reckless endangerment, has served 1d4 years of a 5-year sentence.
3 Quillion Sardo (lawful neutral halfling), convicted of using magic to influence others, has served 1d4 years of a 5-year sentence.
4 Pirouette (chaotic evil tiefling), a thieves’ guild leader convicted of multiple crimes, has served 1d20 years of a life sentence.
5 Ishar (chaotic evil elf), convicted of conspiracy to murder members of a noble family, has served 1d20 years of a life sentence.
6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence.


Loot: 207gp
1x Dust of Disappearance (Voll)


Wand of Binding
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.


Mithral Armor Plate
Armor (heavy), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.


Cap of Water Breathing
Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.


Belohnung der Golden Vault:
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Rapier of Life Stealing
Weapon, rare (requires attunement)Major tier
Martial weapon, melee weapon, 2 lb. 1d8 piercing - finesse

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Found On: Magic Item Table G


Lvl 5 Item Chose:

Amulet of the Devout +1

Wondrous item, uncommon (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.


2023-11-08 19:09 DDHC-KftGV-05 - Tocksworth's Clockworks 1 10 Show

Teilnehmer:
(5) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 5 - Golden Vault
(5) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (5) - keine
(5) Trava - Kyara Nox - Customize Race - Monk 5 - Golden Vault
(5) Folk2K - Aria - V.Human - Bard/Warlock - Golden Vault
(5) thebaconing - Dortor Strongflight - Rock Gnome - Wizard 5


Info:
https://s3.amazonaws.com/files.d20.io/marketplace/2983505/Je7-dOylZGGmd9MqrlUjVg/med.png?1672691250&1675656604


Loot: 1082gp
1x Potion of Hill Giant Strength
1x Spell Scroll of Magic Weapon
1x potions of healing
1x dust of disappearance (1 Ladung)
1x flasks of alchemist's fire
1x Healer`s Kit


Boots of Striding and Springing

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.


Driftglobe

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


Stone of Good Luck (Luckstone)

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


Belohnung der Golden Vault:

Staff of Healing

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


2024-05-01 18:30 DDHC-KGV-07 Keys from the Golden Vault - Axe from the Grave 1 10 Show

Teilnehmer:
(7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault
(7) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 7 - Golden Vault
(8) Flammenklinge – 4e 72 2e 30 Reparatureinheit ( Goblinslayer ) – Autognom – Battle Smith – Artificer – 8 – Golden Volt
(7)Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10


Info:
A famous Bard died, but somehow returned and is missing something Important. Apparently he can't gt it himself, so he reached out for help and the Golden Vault is about to send their best Agents.. you.
Frody Dartwild, ein Toter Barde dem die Mandoline aus dem Grab geklaut wurde und hauntet die Stadt bei nacht wärend er danach sucht.
Sythian Skalderang, hatte eine Farm geerbt aber diese ging zu grunde und sein Haus wurde zu einer Musikschule umgebaut für Reiche.
Mackerel and Trout, zwei Halblinge die auf einer zugrunde Gehenden Farm arbeiteten
Verdächtig da die Angestellten diesen erwähnt haben als würde er nicht dazugehören, Joster Mareeet (rot)
Graz’zt, Schrein im hinteren Turm


verbraucht:
Dust of Disappearance (1 Ladung)


Loot: 200gp
6x Crossbow Bolds +2


Belohnung der Golden Vault:


Revenge (Vicious Longbow)
Ranged weapon (martial, longbow), rare

This longbow is made of dark wood that is decorated with blue runes that light up slightly when an arrow is fired.

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.


  • 1 lvl Phantom Rouge, API: +2 Dex

2024-05-24 09:16 Catching up and Shopping -10 Show

  • 1 Lvl Phantom Rouge Tokens of the Departed - erscheinen als Goldene Münzen und zerfallen zu goldstaub wenn sie zerstört werden.

Eines Abends, während Eoin durch die engen Gassen von Waterdeep schlich, überkam sie ein unerklärliches Gefühl der Unruhe. Der Mond schien hell am Himmel, und die Schatten warfen lange, gespenstische Formen auf das Kopfsteinpflaster. Sie spürte, dass etwas Ungewöhnliches vor sich ging. Ihre Schritte wurden langsamer, und schließlich blieb sie stehen.

Plötzlich erhellte ein sanftes, goldenes Licht die Dunkelheit vor ihr. Eoin fühlte sofort, wer es war – die Göttin Tymora selbst, die Göttin des Glücks und der guten Schicksale.

„Aurellia Duskheart,“ sagte die Stimme, die wie ein sanfter Windhauch klang, „Du hast den Pfad des Schattens verlassen, um ein neues Leben zu beginnen. Doch das Schicksal hat noch weitere Aufgaben für dich.“

Eoin kniete ehrfürchtig nieder und neigte den Kopf. „Lady Luck, was verlangt Ihr von mir?“

Das Samfte Licht kam näher und umgab sie sanft. „Es gibt Seelen in dieser Welt, die im Unglück verloren sind, die verdammt sind durch ihre eigenen Taten oder durch das, was ihnen widerfahren ist. Du, Aurellia, hast die Gabe, sie zu erlösen.“

Verwundert hob Eoin den Kopf und sah sah nur Licht. „Wie soll ich das tun?“

Eine glänzende Münze erschien in Eoins Blickfeld, die sowohl das Symbol von Tymora als auch das von Beshaba, der Göttin des Unglücks, trug. „Diese Münze symbolisiert das Schicksal. Wenn du deine Gabe einsetzt, wird eine solche Münze in deiner Hand erscheinen. Du musst sie freilassen, und sie wird zu goldenem Staub zerbröseln, der vom Wind fortgetragen wird. Dadurch wird die Seele, die du erlöst hast, Frieden finden.“

Aurellia betrachtete die Münze aufmerksam. „Ich werde mein Bestes tun, um dieser Aufgabe gerecht zu werden, my Lady.“

Das Licht wurde wärmer als ein Anerkennendes Gefühl durch Eoin flutete. „Ich weiß, dass du es kannst, Aurellia. Du hast bereits Mut und Entschlossenheit bewiesen. Nutze diese Gabe weise und bringe Licht in die Dunkelheit.“

Mit diesen Worten verschwand das Licht so plötzlich, wie es erschienen war, und ließ Eoin allein mit ihren Gedanken. Sie spürte eine neue Bestimmung in sich aufsteigen. Sie wusste, dass ihr Weg sie zu vielen Unglücklichen und Verlorenen führen würde, aber sie war bereit, die Herausforderung anzunehmen.


gekauft:
1x Hand Crossbow -75 gp
2x Crossbow Bolts (20)=(40) -2 gp
Spellcomp:
Kauft:
2x Diamond dust worth at least 100 gp -200gp
2x Diamond worth at least 300 gp -600gp
1x Diamond worth at least 500 gp
1x Rare oils and unguents worth at least 1,000 gp
verkauft:
1x Shortbow +12,5gp (Neu 25gp)
20 Arrows +0,5 (Neu 1gp)


Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2023-04-20 17:57 Starting Log Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Source: Ability Two +1, one +2
Chose: Dex +2, Wis +1, Int +1
Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 12, Wis 13, Cha 10


Choose a Class: Rogue (PHB)
Weapon Proficiencies: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Armor Proficiencies: Light Armor
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Fog Cloud


Class Equipment
Leather Armor, Dagger (2), Thieves' Tools, Rapier, Shortbow,Quiver,Arrows (20), Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


Biography

(True Name: Aurellia Duskheart)
.
Aurellia Duskheart, alias Eoin, wurde in ein Leben voller Verbrechen hineingeboren. Ihre Mutter, Sylfiel Duskheart, war ein Mitglied der Coin Spinner, einer berüchtigten Bande in der Stadt Luskan. Die Bande operierte vom alten Klarlichttempel von Tymora aus und nutzte wohltätige Aktivitäten wie die Speisung der Armen als Deckmantel für ihre kriminellen Aktivitäten, zu denen auch Erpressung und Schutzgelderpressung gehörten. Der Name der Bande leitet sich von der Münze ab, die das Symbol von Tymora war, und ihr Emblem war eine Münze, die sowohl das Symbol von Tymora als auch das von Beshaba enthielt.

Eoin war ein Halbelf-Vampir-Mischling, und ihre Mutter hatte ihr von klein auf die Kunst des Diebstahls beigebracht. Sylfiel war kein guter Mensch, und Eoin litt am meisten unter der harten Behandlung durch ihre Mutter. Ihren Vater hat sie nie gekannt, und ihre Mutter hat nie von ihm gesprochen, außer dass sie sich nicht an die Nacht seiner Zeugung erinnern konnte.

Als Eoin heranwuchs, wurde sie von ihrem Leben in der Bande zunehmend desillusioniert. Sie sah aus erster Hand das Leid, das die Coin Spinner unschuldigen Menschen zufügten, und sie wusste, dass sie für sich selbst etwas anderes wollte. Als sie zwanzig Jahre alt war, ergriff sie ihre Chance zur Flucht. Mit einem beträchtlichen Teil der unrechtmäßig erworbenen Gewinne der Bande entkam sie unbemerkt und begann ein neues Leben auf eigene Faust.

Eoins erste Jahre auf sich allein gestellt waren schwierig. Sie hatte kaum andere Fähigkeiten als die einer Diebin, und sie musste sich auf ihren Verstand verlassen, um zu überleben. Sie nahm jede Arbeit an, die sie finden konnte, einschließlich Söldnerarbeit und sogar Attentate, wenn der Preis stimmte. Sie war gut in dem, was sie tat, aber sie verlor nie aus den Augen, dass dies alles nur ein Mittel zum Zweck war. Sie wollte sich ein neues Leben aufbauen, eines, in dem sie nicht ständig über ihre Schulter blicken musste, eines, in dem sie sich von den Schatten ihrer Vergangenheit befreien konnte.

Eoins Chance auf ein neues Leben kam, als sie eine Gruppe von Abenteurern traf, die durch Luskan reisten. Sie waren auf der Suche nach einem mächtigen Artefakt aus einer nahegelegenen Ruine und brauchten jemanden, der sich in der zwielichtigen Unterwelt der Stadt auskannte, um ihnen zu helfen. Eoin zögerte zunächst, aber etwas an der Gruppe gefiel ihr. Sie waren mutig, und sie kämpften für eine Sache, die größer war als sie selbst. Sie erinnerten sie an die Person, die sie sein wollte.

Eoin willigte ein, den Abenteurern zu helfen, und sie erwies sich als unschätzbare Bereicherung für die Gruppe. Sie kannte die Stadt wie ihre Westentasche, und ihre Fähigkeiten als Diebin und Attentäterin kamen ihr zugute. Im Laufe ihres Abenteuers wuchs Eoin der Gruppe näher, und diese ihr. Sie begannen, sie nicht mehr als angeheuerte Arbeitskraft, sondern als Freundin zu betrachten.

Je tiefer sie in die Ruinen vordrangen, desto mehr wurde Eoin klar, dass dies das Leben war, das sie wollte. Sie wollte Teil von etwas sein, das größer war als sie selbst, für das Richtige kämpfen und etwas in der Welt bewirken. Sie wusste, dass es nicht einfach sein würde und dass sie die Narben ihrer Vergangenheit immer mit sich tragen würde, aber sie war bereit, es zu versuchen.

Als sie endlich aus den Ruinen auftauchten, traf Eoin eine Entscheidung. Sie teilte der Gruppe mit, dass sie sich ihnen anschließen wollte, um Teil ihrer Abenteuertruppe zu werden. Die Gruppe nahm sie mit offenen Armen auf, und sie wusste, dass sie eine neue Familie gefunden hatte.

Eoin kämpft immer noch mit den Erinnerungen an ihre Vergangenheit. Sie hat immer noch Albträume von den Dingen, die sie als Mitglied der Münzspinner getan hat. Aber sie weiß, dass sie die Vergangenheit nicht ändern kann.


Aurellia Duskheart, auch bekannt unter ihrem Alias Eoin, ist eine Halbvampierin mit einem markanten und einprägsamen Erscheinungsbild. Ihre pechschwarzen Haare sind in mehrere geflochtene Strähnen gebunden und reichen bis über ihre Schultern. Doch ihre auffälligsten Merkmale sind zweifellos ihre roten, glänzenden Augen, die einen gewissen hypnotischen Effekt auf ihr Gegenüber haben können.

Ihr Gesicht ist atemberaubend schön und fast schon zu perfekt, um real zu sein. Man könnte meinen, es handele sich dabei um ein Gemälde oder eine Figur aus einem Traum. Doch trotz ihres äußerlichen Scheins hat sie stets einen ernsten Gesichtsausdruck, der ihre Härte und Entschlossenheit widerspiegelt.

Aurellia ist schlank und sportlich gebaut, was ihr eine gewisse Agilität verleiht. Ihre Kleidung besteht aus einem langen, dunklen Ledermantel, der ihre Schultern und ihren Körper bedeckt, und einem großen braunen Hut, der ihr Gesicht und ihre Augenpartie teilweise verdeckt. Unter ihrem Mantel trägt sie eine Lederrüstung, die gut versteckt ist und ihr Schutz und Mobilität bietet. An ihrem Gürtel hängen viele Utensilien, die sie für ihre Arbeit als Schurkin benötigt.

Eines ihrer Lieblingswerkzeuge sind ihre vielen kleinen Dolche, die in Riemen an verschiedenen Stellen ihrer Rüstung versteckt sind. Ein schlankes Rapier hängt an ihrer Seite und ist jederzeit einsatzbereit. Ihre langen Lederstiefel betonen ihren sportlichen Körperbau und sorgen dafür, dass sie schnell und wendig bleiben kann.

Um ihren Hals trägt Aurellia ein Amulett mit einem roten Edelstein, das stets auf ihre Brust fällt. Obwohl es in ihrem sonstigen Erscheinungsbild kaum auffällt, kann man manchmal das Gefühl haben, dass das Amulett von innen heraus leuchtet und eine magische Präsenz ausstrahlt.


Gottheit:
Ist der Göttin Tymora, Lady Luck zugetahn.
Hat eine wissen über Beshaba, Lady Doom durch ihre verbindungen mit den Coin Spinnern. Ist keine Gläubige aber denkt wenn etwas schief geht, hat die Göttin ihre Hände im Spiel. (durch die rivalität der zwei Göttinen)


2024-03-24 20:00 Trade Log -5 Staff of the Woodlands > Wand of Fireballs Show Trade Log

Tradet with Arinya https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1116065

2024-05-26 14:16 DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes 1 2500 10 Flame Tongue Longsword, Dragon Scale Mail (red), Necklace of Fireballs (7 Ladungen), Battleaxe +1, Shield +1 Show

Teilnehmer:
(9) Deringston Xa'thon - Gnurlan Menthril - (Forrest)Gnome - Evocation Wizard(9)
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(9) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 8 - Golden Vault
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault


Info:
Striking a match against the rock in the hill,
Whit enveloped himself in the thrill.
As fire and smoke and passion did whisper
Of fluttering and risk the first time you kiss her.
The match held elation and a breath on the edge,
The trust strong between you as you lean in and pledge
To throw yourself into the wind with abandon,
A thrill unmatched and she takes your cold hand, and—
Ach! The emotion was gone, snuffed out by a breeze,
And Whit gripped the tinder, loathing the ease
With which mortals could carry this fervor and fire
Without burning inside out from their pyre.
Three matches to go, the impish fey thought,
The next one would give him all that he sought.
The next match would give him a soul bright and stark,
Three matches to go, while the world faded dark.


Loot: 2500gp
1x Oil of Sharpness
8x Arrows +1


Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.


Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.


Necklace of Fireballs (7 Ladungen)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Dragon Scale Mail (red)
Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.


Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.


Story Award: King Jhaeros´s Faver
If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.


Jalynvyr Nir'Thinn. Jalynvyr reverts to his true form (that of a lawful neutral, drow mage) and is no longer restrained by the fireplace. The next time he encounters the characters, he gives them one or more potions or spell scrolls as gifts for saving his life. (2x rare consumable)
1x Spell Scroll of Revivify
1x Spell Scroll of Greater Restoration


Belohnung der Golden Vault:


2024-07-07 14:44 Trade Log -5 Wand of Fireballs > +1 Studded Leather Armor Show Trade Log

Tradet with Azalea https://www.adventurersleaguelog.com/users/36450/characters/88932/trade_log_entries/1130835

2025-01-05 17:42 Trade Log -5 Revenge (Vicious Longbow) > Rod of the Pact Keeper +2 Show Trade Log

Tradet with Veil https://www.adventurersleaguelog.com/users/36450/characters/87837/trade_log_entries/1182335

2025-03-11 20:04 Reworkt Starting Log and Rest Changes for 2024 Rules 1 23 Show

Eoin, "Red Mist"


Size: 170 (medium)
Weigth: 45kg
Eyes: Blut Rot
Hair: Schwarz
Skin: gut gebräunt


Costomizing your Origin:
Race: Halfelf (Dhampier)
Language Proficiencies: Common, Elvish, Abyssal (SRD)
Base Walk Speed: 30 ft.
Darkvision, Half-Elf Fey Ancestry
Skill Versatility: Skill Proficiencies: Perception (SRD), Persuasion (SRD)
Ability Score Point ´Buy:
St 8, Dex 15 (+2+1+2), Con 14, Int 12, Wis 13 (+1), Cha 10


Choose a Class: Rogue (PHB)
Proficiency Saving Throw: Dexterity, Intelligence
Proficiency Weapon: Simple Weapons
Proficiency Tool: Thieves' Tools
Proficiency Armor: Light Armor
Rogue Martial Weapons Proficiency: You gain the Hand Crossbow, Rapier, Scimitar, Shortsword and Whip proficiencys.
Skill Proficiencies:Acrobatics, Insight, Sleight of Hand, Investigation
Tool Proficiencies: Thieves' Tools
Expertise: Investigation, Perception
Thieves' Cant, Sneak Attack, Weapon Mastery
lvl 2 bis 9:
lvl 2: Cunning Action
lvl3: Chosen Subclass: Phantom Rogue
Whispers of the Dead, Wails from the Grave, Steady Aim
Level 4 Feat: Elven Accuracy +1 Dex
lvl 5: Cunning Strike, Uncanny Dodge, Cunning Strike Poison, Cunning Strike Trip, Cunning Strike Withdraw
lvl 6: Expertise: Sleigth of Hand, Stealth
lvl 7: Evasion, Reliable Talent
Level 8 Feat: Ability Score Improvement: +2 Dex
lvl 9: Tokens of the Departed


Choose a Background: Lost Coin (Spy)
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Disguise kit
(Prof. Swop: Thieves' Tools für Forgery kit)
(Prof. Swop: Dice Set für Disguise kit)
Source: Ability One +1, one +2
Chose: Dex +2, Wis +1
Chosen Feat: Magic Initiate
Chose: Wizard
Cantrips: Booming 'Blade, Mage Hand
1lvl Spell: Find Familiar


Class Equipment
8gp, Leather Armor, Dagger (2), Shortsword, Shortbow, Arrows (20), Quiver, Thieves' Tools, Burglar's Pack
Equipment from Background (Spy)
Crowbar, Dark Common Clothes Including a Hood, Belt Pouch 15gp


2025-03-11 21:11 DDHC-KGV-11 Affair on the Concordant Express 1 333 10 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), „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(8) Karrakasz - Luran Trisona - Harengon - Battlemaster 8 - none
(8)Kiri - Purity - Yuan Ti - Abjuration wizard 8
(8) Raimundo-O - Marinus - Plasmoid - Fighter 2 Fathomless Warlock 6 - none
(10) Frederic T. - Reed - Human - Figther 1/Barbarian 9 - nione


Info:
Findet die Wahren Namen der Demonen:
- the pit fiend Karnyros,
- the balor Errtok
- the marilith Hexalanthe
The Stranger ist der einzige der diese weis und ist momentan ein Insasse des Concordant Express.
https://files.d20.io/marketplace/2983685/VtG-lOU2W5HbkLK-v5TeYQ/med.png?1672691811&1675656787
Mörder im Wagong, potenziele Mördervon Quintus Malves dem Aasimar:
Abernathy Vernus Cambion
Ethlynn Stalaczic Drow Female Mage
Meldar the Azer
Gefängniswechter, Omid the Deva
the Syndicate of Terror, Extortion, Assassination, and Larceny (STEAL)


Karnyros’s true name is a series of guttural growls and grimaces, followed by a sound like a popping balloon.
The balor Errtok wahrer Name: Ar-lothe Gothu Ka.
Hexalanthe’s true name is a low-toned, rhythmic chant accompanied by a series of hand gestures, dance moves, and drumrolls.


Loot: 333gp
1x Potion of Greater Healing


True Name´s that told The Stranger:
Sequence of musical notes played on a lyre
“Naelurec” (“cerulean” backward)
“Lamoura”
Nine-second hum of a tuning fork
Seven tolls of an iron bell
“Barak-Shivad of the Night Realm”
“Winterglory”
“Red Rust”
“Myranna Vos Aeldar”
Sad mewling of a kitten
Sound of a lute being smashed to pieces
“The Nameless One”


Story Award: Mysterious Equation
You gain proficiency in one of the following skills of your choice: Deception, History, Insight, Investigation, Medicine, or Performance. Chose: Performance


Story Award: True Name Terror.
Characters who learn the true names of powerful Fiends are marked for death by those Fiends, which send powerful underlings to slay the characters.


Story Award: Trials and Tribulations.
The characters might be forced to stand before a tribunal in Mechanus for aiding an interplanar fugitive or answer to a powerful Celestial for slaying an angel.


Wand of Magic Missiles
Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.


Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • “Stream” produces 1 gallon of water.
  • “Fountain” produces 5 gallons of water.
  • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Dimensional Shackles
Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.


Horn of Valhalla, Silver
Wondrous item, rare

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.


Mithral Armor (Chainmail)
Armor (Chainmail), Uncommon

Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Silvered Greatsword (+3 Greatsword)
Martial weapon, melee weapon, very rare
Mastery: Graze

Silvered +3 greatsword that once belonged to a githyanki knight

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.


Belohnung der Golden Vault:


„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2)
(“Shimmering Threads of Lunar Essence”) – Wondrous item, rare

  • “When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands*

These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin.

The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes.

A name is embroidered inside the wraps in delicate, elven script:
"Aranóni Lómeanárë" – "Daughter of the Silent Light"

While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.


2025-05-18 14:17 Trade Log -5 „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) > Dagger of Venom Show Trade Log

Tradet with Shahana Lómelindë, Lómea Aurë-Lókë https://www.adventurersleaguelog.com/users/36450/characters/104895/trade_log_entries/1206570

2025-06-17 21:00 DDHC-KftGV-08 Vidorants Vault 1 Show

Teilnehmer:
(9) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault
(10) Echo - Valyn Rosemantle - Ghostwise Halfling - 8 Divine Soul Sorcerer / 2 Warlock - Lords Alliance
(10) Xar - Ponti Goodwill - Aasimar - Cleric 6 Fighter 1 Sorcerer 2 Warlock 1
(10) Zitzus - Tazith Flammenhand - Brass Dragonborn - Warrior of the Elements Monk 10 - Golden Vault
(10) Sparetime Gamer - Di'Ann - Aasimar - Twilight Cleric 10 - Golden Vault


Info:


Samphith Goldbart, vermisst ein Diadem seiner Familie und wurde von Vidorant zurückgelassen als sie beim klauen erwisch wurden. (Silver Fingers Society)
Nixylanna Vidorant, Ehemaligs Mitglied der Silver Fingers Society.
Pelten, eine ehemalige Wache in Vidorant Herrenhaus.
Turolga, verrückte Katzenlady, die auch unter Vidorant gedient hat.


Loot:


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

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
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-03-04 23:34 DM Reward Downtime Adjustment 20 Show

  • 20 downtime days

2023-05-05 20:00 DDHC-KftGV - The Murkmire Malevolence 1 20 10 Bag of Holding, Cloak of Elvenkind Show

Teilnehmer:
(1) Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 1 - none
(2) C0ldW0lf - Levi - Eladrin - WM Sorcerer 1/Hexblade 1 - None
(1) Bramymond - Bramymond von Bern - Custom Lineage - Shadow Magic Sorcerer 1
(2) happy- RTFM - Autognome - Artificer 2 - none
(1)Brennjie - Lyra - High Elf - Paladin 1 - None
(2) Joscho - Danis Licast - Moon Druid 2 - None


Golden Vault (Eoin ist Mitglied)
Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization rights moral wrongs, supports virtuous underdogs, and handles delicate situations local authorities won’t touch. The Golden Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause.
.
Meera Raher Kontakt
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Informationen:
Curator Alda Arkin
Ihr habt (LEIHWEISE!) bekommen: Seil (Seide); Disguise kit; Forgery Kit, Kinderwagen, 5x Rauchbombe
+ FLöte


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


Golden Vault Reward:


Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.


2023-05-14 18:30 DDHC-KftGV-02 The Stygian Gambit 1 110 10 +1 Rapier, Glaive of Warning Show

Teilnehmer:
(2) C0ldW0lf - Zephyr - Changeling - Artificer 1/Wizard 1 - Golden Vault
(2) Bramymond - Bramymond - Custom Lineage - Shadow Magic Sorcerer - Golden Vault
(2)Arikatzi020 - Eoin "Red Mist" - Halfelf - Rouge lvl 2 - Golden Vault
(1) Claudia N. - Renzo Marchesi - TCL (Otter) - Rogue 1 - Golden Vault
(2) Joscho - Danis Licast - Moon Druid 2 - Golden Vault


Info:
Quentin Togglepocket Besitzer des Afterlife Casino
Verity Auftraggeberin die ihren Besitz wieder haben will und gerne auch zeigt das es auf ihren Mist gewachsen ist.
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Die Sicherheitsleute haben Armbänder, an denen eine Metallplakette befestigt ist. Diese ist Grün und hat ein Teufelssymbol
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a 12-inch-long rod made of bone with a stylized copper minotaur head mounted at each end of it


Loot: 150gp


+1 Rapier
Weapon, uncommon, Major tier

You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Golden Vault Reward:


Glaive of Warning
Weapon, uncommon (requires attunement), Major tier
Martial weapon, melee weapon

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach.

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


+1 lvl Rouge
Subclass Chosen: Phantom


eingekauft:
Studded Leather Armor -45gp
verkauft:
Leater Armor +5gp

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:
(6) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 5 - Golden Vault
(9) C0ldW0lf - Zephyr - Changeling (T.C.L) - Artificer 1, School of Illusion Wizard 8
(6) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 6 - Golden Vault
(7) Folk2K - Gisele - TCL - Ranger3 Druid4 - none
(5) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 5 - none


Info:
Adrisa Carimorte, Cognoscenti Esoterica Mitglied
Grinky Brithwort, ist ein Gefangenes Gang mitglied das uns Informationen gegeben hat.
Die Agile Hand ist eine Diebesgilde, Gildenmeister Dämmerung liebt gold, man weis nicht warum sie das Gemälde gestohlen hat.
Das Gildenhaus ist als Taverne verkleidet und das Hauptgebäude hat die Fenstervernagelt.
Schlüssel haben die Gildenmeisterin
Elix der Heilige, besucht die Taverne Tipsy Krug und trifft dort die Bardame.
Jaymont der Sünder, der Spion der Gilde
Der Meister der Raben, Gwish
Loot wird entweder in Elix Büro untersucht, Keller wo auch die Neuen ausgebildet werden oder im Turm wo die Gildenmeisterin ihre Gemächer hat.


"Eine Gruppe von Gelehrten und Weisen, die als Cognoscenti Esoterica bekannt sind, kaufte kürzlich ein Gemälde von Constantori, einem berühmten Höfling, der angeblich einst der schönste Mann der Welt war. Das Porträt soll okkulte Eigenschaften haben, doch bevor die Weisen es studieren konnten, wurde das Gemälde von der Agilen Hand, einer Diebesgilde, gestohlen. In diesem Abenteuer müssen die Charaktere das Porträt von Constantori aus dem Gildenhaus der Agilen Hand holen und es Adrisa Carimorte, einem Mitglied der Cognoscenti Esoterica, zurückgeben."


Hier sind die Regeln. Achte auf Schlüssel und Schlüssellöcher. Pass auf meine Haustiere auf. Folgen Sie den Pfeilen, aber lassen Sie sich nicht von ihnen treffen. Vertrauen Sie Ihren Ohren und denken Sie daran: Ein wenig Druck kann eine gute Sache sein. Geht lebend raus. Denken Sie daran, dass Sie dies wollten. Viel Glück, Grunzer. – Dämmerung


Loot: 1264 gp


Necklace of Fireballs (7 Charges)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.


Necklace of Prayer Beads (Blessing, Curing, Favor, and Wind Walking.)
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.


Sending Stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.


Belohnung der Golden Vault:

Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.


  • 1 lvl Rouge

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:
(3) Joscho - Danis Licast - Moon Druid 3 - Golden Vault
(3)Arikatzi020 - Eoin "Red Mist - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 3 - Golden Vault
(3) C0ldW0lf - Zephyr - CL (Changeling) - Artificer 1/Illusionist Wizard 2 - Golden Vault
(3) happy - RTFM - Autognome - Artificer (Battle Smith) 3 - none
Maluku Seito - Sharynna - Shadar-Kai - Trickery Cleric 3 - None
(3) Cyrodiil - Ares - Custom Lineage - Fighter 3 (Battlemaster) - none


A friendly spirit appears as a disembodied head, warning heroes about the dangers that await them in Delphi Mansion.


Informationen:
The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out.
"farrl’v hrak"
Zala carried two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile, phantasmal force, shield, and suggestion.
Four bottles of perfumes and scented oils (25 gp each) sit on the small table.
The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping.
Im Kleiderschrank findet man** Fine clothes** (jeder bekommt eine)
the room are four potions of healing, a potion of gaseous form, a vial containing oil of slipperiness, and a vial with one dose of assassin’s blood poison
a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant.
three spell scrolls (arms of Hadar, bane, and dimension door)
a bag containing six pieces of jewelry worth 100 gp each
On the shelf along the dining room’s west wall is a small box with the Delphi family crest (a purple eye) engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing.
Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist’s fire.
he Celestial Codex is filled with arcane lore about the stars and the planes of existence. Nestled among its benign descriptions are eldritch incantations written in Celestial, and tucked between the book’s pages are two spell scrolls (armor of Agathys and arms of Hadar).


Delphi Mansion:
"Markos has a room on the third floor where he performs rituals."
"A cavernous room underneath the basement contains four large crystals—purpose unknown."
"Mansion windows can be unlocked using the password 'Krokulm


Loot: 220gp
1x Potion of Healing
1x Spell scroll arms of Hadar
1x Spell scroll bane
1x Spell scroll dimension door
1x Spell scroll armor of Agathys
1x Spell scroll crown of madness
1x Spell scroll sleep
1x potion of gaseous form
1x vial containing oil of slipperiness
1x vial with one dose of assassin’s blood poison
1x alchemist’s fire


Wand of Magic Missiles
Adventuring Gear (Wand), uncommon

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.


Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.


Golden Vault Reward:
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Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.


  • 1 lvl Phantom Rouge Chosen Feat lvl 4: Elven Accuracy +1 Dex

eingekauft:
1x Disguise Kit -25gp
1x Forgery Kit -15gp
1x Poisoner's Kit -50gp


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:
(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers


Info:
Varrin Axebreaker, beauftrag uns eine Gefangenen (Prisoner 13) das Geheimniss eines Alten Zwergenschatzes zu entlocken. Der Schlüssel dieses schatzes hat die Gefangene bei sich. Axebreaker gab einen kleinen Orangen Edelstein der die Karte des Gefängnisses zu zeigen. https://s3.amazonaws.com/files.d20.io/marketplace/2983510/d0dtGm90ymjV8AhFT1JhsQ/max.png?1672691182&1675656609 Das Personal des Gefängnis wird jeden halben Monat ausgetauscht. Bethra ist ein Informatin die in Luskan auf uns warte. 3% des Schatzes ist unser Lohn wenn wir es schaft.


Zweit Identität: Elena Heartfire, Halbelf, Kochgehilfen.
Marta Marthannis, die Wardin des Gefängnises. (evtl Magierin) Ist Bessesen von einem Geist eines Zwerges (Abenteuerfreund von ihr).
7 Hochsicherheits Gefangene im Moment.
Drei Schichtsystem. Zwei Freie Tage. Alle 20 Minuten Durch das Hexagon.


Drei Councilormitglieder sind anwesen:
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Councilor Voss Anderton. Voss represents the city of Neverwinter. He is a lawful neutral, human noncombatant who has a precise, lawyerly way of speaking. He never misses a council meeting or parole hearing. He votes with his head, not his heart, and he always weighs the ramifications of commuting a prisoner’s sentence.
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Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has no sense of humor and sighs deeply when her patience is tested. She likes giving others the benefit of the doubt, however—perhaps as an act of dissent—and votes yes on commutations more often than not.
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Councilor Kriv Norixius. Kriv represents the town of Daggerford. He is a lawful good, dragonborn noncombatant of silver dragon ancestry. He hopes to impress the Duchess of Daggerford by doing a good job. He has no tolerance for unrepentant criminals and often votes no on commutations.


13 Korda Glintstone, Ehemalige verbündete Agentin der Axebreaker, Gauntlgrim Bank, Netzwergbetreibung, Raubüberfall Diebstahl, Magische Tatoos . Ist Vorbieldlich. Hat aber abgeschlagen eher freigelassen zu werden.
Will ganicht frei sein da sie dort sicher ist. Will nur die Papiere der Wardin (um sich länger hier einzurichten). Hat eine Pinnnummer auf der Hand und Poesi auf der anderen..
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Prisoner:
1 Gallia Strand (neutral evil human), convicted of smuggling contraband luxuries, has served 1d6 years of a 10-year sentence.
2 Barlo Rageblade (chaotic good human), a famous adventurer convicted of reckless endangerment, has served 1d4 years of a 5-year sentence.
3 Quillion Sardo (lawful neutral halfling), convicted of using magic to influence others, has served 1d4 years of a 5-year sentence.
4 Pirouette (chaotic evil tiefling), a thieves’ guild leader convicted of multiple crimes, has served 1d20 years of a life sentence.
5 Ishar (chaotic evil elf), convicted of conspiracy to murder members of a noble family, has served 1d20 years of a life sentence.
6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence.


Loot: 207gp
1x Dust of Disappearance (Voll)


Wand of Binding
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.


Mithral Armor Plate
Armor (heavy), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.


Cap of Water Breathing
Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.


Belohnung der Golden Vault:
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Rapier of Life Stealing
Weapon, rare (requires attunement)Major tier
Martial weapon, melee weapon, 2 lb. 1d8 piercing - finesse

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Found On: Magic Item Table G


Lvl 5 Item Chose:

Amulet of the Devout +1

Wondrous item, uncommon (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.


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:
(5) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 5 - Golden Vault
(5) Talak - Morrec Galreth - V.Human - Circle of Spores Druid (5) - keine
(5) Trava - Kyara Nox - Customize Race - Monk 5 - Golden Vault
(5) Folk2K - Aria - V.Human - Bard/Warlock - Golden Vault
(5) thebaconing - Dortor Strongflight - Rock Gnome - Wizard 5


Info:
https://s3.amazonaws.com/files.d20.io/marketplace/2983505/Je7-dOylZGGmd9MqrlUjVg/med.png?1672691250&1675656604


Loot: 1082gp
1x Potion of Hill Giant Strength
1x Spell Scroll of Magic Weapon
1x potions of healing
1x dust of disappearance (1 Ladung)
1x flasks of alchemist's fire
1x Healer`s Kit


Boots of Striding and Springing

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.


Driftglobe

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


Stone of Good Luck (Luckstone)

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


Belohnung der Golden Vault:

Staff of Healing

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


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:
(7) Bramymond - Sorin Windsdale - V.human - Sorcerer: Divine Soul 1/Bard: College of Lore 6 - Golden Vault
(7) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 7 - Golden Vault
(8) Flammenklinge – 4e 72 2e 30 Reparatureinheit ( Goblinslayer ) – Autognom – Battle Smith – Artificer – 8 – Golden Volt
(7)Echo - Kyran - Aasimar - Life Cleric 7 - Emerald Enclave
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10


Info:
A famous Bard died, but somehow returned and is missing something Important. Apparently he can't gt it himself, so he reached out for help and the Golden Vault is about to send their best Agents.. you.
Frody Dartwild, ein Toter Barde dem die Mandoline aus dem Grab geklaut wurde und hauntet die Stadt bei nacht wärend er danach sucht.
Sythian Skalderang, hatte eine Farm geerbt aber diese ging zu grunde und sein Haus wurde zu einer Musikschule umgebaut für Reiche.
Mackerel and Trout, zwei Halblinge die auf einer zugrunde Gehenden Farm arbeiteten
Verdächtig da die Angestellten diesen erwähnt haben als würde er nicht dazugehören, Joster Mareeet (rot)
Graz’zt, Schrein im hinteren Turm


verbraucht:
Dust of Disappearance (1 Ladung)


Loot: 200gp
6x Crossbow Bolds +2


Belohnung der Golden Vault:


Revenge (Vicious Longbow)
Ranged weapon (martial, longbow), rare

This longbow is made of dark wood that is decorated with blue runes that light up slightly when an arrow is fired.

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.


  • 1 lvl Phantom Rouge, API: +2 Dex

2024-05-24 09:16 Catching up and Shopping -2364 -10 Show

  • 1 Lvl Phantom Rouge Tokens of the Departed - erscheinen als Goldene Münzen und zerfallen zu goldstaub wenn sie zerstört werden.

Eines Abends, während Eoin durch die engen Gassen von Waterdeep schlich, überkam sie ein unerklärliches Gefühl der Unruhe. Der Mond schien hell am Himmel, und die Schatten warfen lange, gespenstische Formen auf das Kopfsteinpflaster. Sie spürte, dass etwas Ungewöhnliches vor sich ging. Ihre Schritte wurden langsamer, und schließlich blieb sie stehen.

Plötzlich erhellte ein sanftes, goldenes Licht die Dunkelheit vor ihr. Eoin fühlte sofort, wer es war – die Göttin Tymora selbst, die Göttin des Glücks und der guten Schicksale.

„Aurellia Duskheart,“ sagte die Stimme, die wie ein sanfter Windhauch klang, „Du hast den Pfad des Schattens verlassen, um ein neues Leben zu beginnen. Doch das Schicksal hat noch weitere Aufgaben für dich.“

Eoin kniete ehrfürchtig nieder und neigte den Kopf. „Lady Luck, was verlangt Ihr von mir?“

Das Samfte Licht kam näher und umgab sie sanft. „Es gibt Seelen in dieser Welt, die im Unglück verloren sind, die verdammt sind durch ihre eigenen Taten oder durch das, was ihnen widerfahren ist. Du, Aurellia, hast die Gabe, sie zu erlösen.“

Verwundert hob Eoin den Kopf und sah sah nur Licht. „Wie soll ich das tun?“

Eine glänzende Münze erschien in Eoins Blickfeld, die sowohl das Symbol von Tymora als auch das von Beshaba, der Göttin des Unglücks, trug. „Diese Münze symbolisiert das Schicksal. Wenn du deine Gabe einsetzt, wird eine solche Münze in deiner Hand erscheinen. Du musst sie freilassen, und sie wird zu goldenem Staub zerbröseln, der vom Wind fortgetragen wird. Dadurch wird die Seele, die du erlöst hast, Frieden finden.“

Aurellia betrachtete die Münze aufmerksam. „Ich werde mein Bestes tun, um dieser Aufgabe gerecht zu werden, my Lady.“

Das Licht wurde wärmer als ein Anerkennendes Gefühl durch Eoin flutete. „Ich weiß, dass du es kannst, Aurellia. Du hast bereits Mut und Entschlossenheit bewiesen. Nutze diese Gabe weise und bringe Licht in die Dunkelheit.“

Mit diesen Worten verschwand das Licht so plötzlich, wie es erschienen war, und ließ Eoin allein mit ihren Gedanken. Sie spürte eine neue Bestimmung in sich aufsteigen. Sie wusste, dass ihr Weg sie zu vielen Unglücklichen und Verlorenen führen würde, aber sie war bereit, die Herausforderung anzunehmen.


gekauft:
1x Hand Crossbow -75 gp
2x Crossbow Bolts (20)=(40) -2 gp
Spellcomp:
Kauft:
2x Diamond dust worth at least 100 gp -200gp
2x Diamond worth at least 300 gp -600gp
1x Diamond worth at least 500 gp
1x Rare oils and unguents worth at least 1,000 gp
verkauft:
1x Shortbow +12,5gp (Neu 25gp)
20 Arrows +0,5 (Neu 1gp)