Rashaa "Forgotten One"
Chain Book (Flail +1),
Helm of Comprehending Languages,
Ring of Swimming,
Bone Quill (Rod of the Pact Keeper +1),
Headband of Intellect,
Radiance,
Ring of Spell Storing,
Ring of Protection,
Stone of Good Luck,
Wand of the War Mage +2,
Robe of Scintillating Colors,
Ring of Shooting Stars,
Balance of Harmony,
Periapt of Wound Closure,
Stone of Ill Luck,
Ferret Mask (Hat of Disguise),
Wand of Lightning Bolts,
Eagle Whistle,
Mace +1,
Gloves of Missile Snaring,
Jade bead bracelets (Bracers of Defense),
Ring Of Fire Resistance,
Ring of Animal Influence,
Ring of Protection,
Longsword +1,
Ring of Telekinesis,
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross),
Sending Stones,
Rod of the Pact Keeper +2,
"Forgotten Pharaoh's Veil" (+2 Studded Leather Armor),
Arrow-Catching Shield,
Bracers of Archery,
Ivory Goats Figurine of Wondrous Power,
Silvered Longsword
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
|---|---|---|---|---|---|---|---|---|
| 2025-11-09 17:45 | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | 1 | 250 | 10 | Arrow-Catching Shield, Bracers of Archery | Show | ||
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Teilnehmer: Info: Miirym, der Wächterwurm Vor weit über 1.500 Jahren brach die silberne Drache Miirym in Candlekeep ein, entschlossen, dessen Reichtümer ihrem Hort hinzuzufügen. Sie verschlang Gelehrte und zerstörte zwanzig unersetzliche Bücher, bevor sie von einem Erzmagier gestellt und als Buße für ihre Vergehen in den Dienst gezwungen wurde, Candlekeep zu schützen. Der Zauberer starb, bevor Miirym ihre Strafe verbüßt hatte, und andere Zauberkundige vermochten den Bann, der sie band, nicht zu brechen. Die Zeit verging – und Miirym ebenfalls: Ihr Körper ist längst zu Staub zerfallen. Zu Miiryms Unglück wirkt die Verzauberung jedoch weiter auf ihren Geist. Nun als spektraler Drache haust sie in den Katakomben und Höhlen unter der Bibliothek. Besucher der Tiefen beschreiben Miirym als ein Paar gewaltiger, spektraler Kiefer, deren Essenz vor dem Versprechen von Odemwaffen und Zerstörung brodelt. Abenteurer, die die Gänge unter Candlekeep erkunden, könnten Miirym begegnen; sie ist an Neuigkeiten aus dem heutigen Faerûn mehr interessiert als am Kampf. In der Tat ist Miirym eine fesselnde Gesprächspartnerin, sofern man die Muße hat, sich mit ihr zu unterhalten. Miirym besitzt keinen Schatzhort. Stattdessen schützt sie die Bücher und Schriftrollen in ihrem unterirdischen Herrschaftsbereich. Der Wächterwurm kann vom Hüter der Folianten herbeigerufen und zum Schutz Candlekeeps gegen Eindringlinge, die plündern oder zerstören wollen, eingesetzt werden. In ihrer Rolle als Verteidigerin Candlekeeps kann Miirym sich überall innerhalb der Bibliotheksfestung bewegen und durch Wände und andere feste Barrieren gleiten. Extradimensionale Räume kann sie nicht betreten, da diese nicht auf derselben Daseinsebene wie Candlekeep liegen. Sie wurde vor einigen Wochen aufmerksam darauf und dachte es ist unter Candle Ceep aber dann kam eine Stimme in ihren Kopf und sie hörte: Schlaf, und sie entslippte. Loot: 250gp Story Award: State of Candlekeep - Bowed but Not Broken You defended Candlekeep against the incursions of the Far Realm and the Tenebrous Creed, however, the toll was great. The librarians were able to assist you in your quest against Szass Tam. Der Zustand von Candlekeep: gebeugt, aber nicht gebrochen Du hast Candlekeep gegen die Angriffe aus dem Fernen Reich und dem Tenebrous Creed verteidigt, jedoch war der Preis hoch. Die Bibliothekare konnten dir bei deiner Mission gegen Szass Tam helfen. Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. Bracers of Archery "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| 2025-12-22 19:01 | CCC-Ziege-01 Shadows of the Blood Moon | 1 | 560 | 10 | Ivory Goats Figurine of Wondrous Power, Silvered Longsword | Show | ||
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Teilnehmer: Info: Rastul Shan - oberhaupt der Cloak´s - Mulmaster Loot: 560gp Silvered Longsword An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Ivory Goats Figurine of Wondrous Power These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. Story Award: Malar's Bane Werefolk everywhere hear of your exploits against Malar and come to despise you for it. You have disadvantage on all Charisma checks against lycanthropes, whether or not you know they are cursed. CCC-Ziege-01 Shadows of Blood Moon |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-11-09 17:45 | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | 1 | 10 | Show | ||||
|
Teilnehmer: Info: Miirym, der Wächterwurm Vor weit über 1.500 Jahren brach die silberne Drache Miirym in Candlekeep ein, entschlossen, dessen Reichtümer ihrem Hort hinzuzufügen. Sie verschlang Gelehrte und zerstörte zwanzig unersetzliche Bücher, bevor sie von einem Erzmagier gestellt und als Buße für ihre Vergehen in den Dienst gezwungen wurde, Candlekeep zu schützen. Der Zauberer starb, bevor Miirym ihre Strafe verbüßt hatte, und andere Zauberkundige vermochten den Bann, der sie band, nicht zu brechen. Die Zeit verging – und Miirym ebenfalls: Ihr Körper ist längst zu Staub zerfallen. Zu Miiryms Unglück wirkt die Verzauberung jedoch weiter auf ihren Geist. Nun als spektraler Drache haust sie in den Katakomben und Höhlen unter der Bibliothek. Besucher der Tiefen beschreiben Miirym als ein Paar gewaltiger, spektraler Kiefer, deren Essenz vor dem Versprechen von Odemwaffen und Zerstörung brodelt. Abenteurer, die die Gänge unter Candlekeep erkunden, könnten Miirym begegnen; sie ist an Neuigkeiten aus dem heutigen Faerûn mehr interessiert als am Kampf. In der Tat ist Miirym eine fesselnde Gesprächspartnerin, sofern man die Muße hat, sich mit ihr zu unterhalten. Miirym besitzt keinen Schatzhort. Stattdessen schützt sie die Bücher und Schriftrollen in ihrem unterirdischen Herrschaftsbereich. Der Wächterwurm kann vom Hüter der Folianten herbeigerufen und zum Schutz Candlekeeps gegen Eindringlinge, die plündern oder zerstören wollen, eingesetzt werden. In ihrer Rolle als Verteidigerin Candlekeeps kann Miirym sich überall innerhalb der Bibliotheksfestung bewegen und durch Wände und andere feste Barrieren gleiten. Extradimensionale Räume kann sie nicht betreten, da diese nicht auf derselben Daseinsebene wie Candlekeep liegen. Sie wurde vor einigen Wochen aufmerksam darauf und dachte es ist unter Candle Ceep aber dann kam eine Stimme in ihren Kopf und sie hörte: Schlaf, und sie entslippte. Loot: 250gp Story Award: State of Candlekeep - Bowed but Not Broken You defended Candlekeep against the incursions of the Far Realm and the Tenebrous Creed, however, the toll was great. The librarians were able to assist you in your quest against Szass Tam. Der Zustand von Candlekeep: gebeugt, aber nicht gebrochen Du hast Candlekeep gegen die Angriffe aus dem Fernen Reich und dem Tenebrous Creed verteidigt, jedoch war der Preis hoch. Die Bibliothekare konnten dir bei deiner Mission gegen Szass Tam helfen. Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. Bracers of Archery "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| 2025-12-22 19:01 | CCC-Ziege-01 Shadows of the Blood Moon | 1 | 10 | Show | ||||
|
Teilnehmer: Info: Rastul Shan - oberhaupt der Cloak´s - Mulmaster Loot: 560gp Silvered Longsword An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Ivory Goats Figurine of Wondrous Power These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. Story Award: Malar's Bane Werefolk everywhere hear of your exploits against Malar and come to despise you for it. You have disadvantage on all Charisma checks against lycanthropes, whether or not you know they are cursed. CCC-Ziege-01 Shadows of Blood Moon |
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| Date Played | Adventure Title | Session | XP ▼ | GP | Downtime | Renown | Magic Items | |
|---|---|---|---|---|---|---|---|---|
| 2025-11-09 17:45 | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | 1 | 250 | 10 | Arrow-Catching Shield, Bracers of Archery | Show | ||
|
Teilnehmer: Info: Miirym, der Wächterwurm Vor weit über 1.500 Jahren brach die silberne Drache Miirym in Candlekeep ein, entschlossen, dessen Reichtümer ihrem Hort hinzuzufügen. Sie verschlang Gelehrte und zerstörte zwanzig unersetzliche Bücher, bevor sie von einem Erzmagier gestellt und als Buße für ihre Vergehen in den Dienst gezwungen wurde, Candlekeep zu schützen. Der Zauberer starb, bevor Miirym ihre Strafe verbüßt hatte, und andere Zauberkundige vermochten den Bann, der sie band, nicht zu brechen. Die Zeit verging – und Miirym ebenfalls: Ihr Körper ist längst zu Staub zerfallen. Zu Miiryms Unglück wirkt die Verzauberung jedoch weiter auf ihren Geist. Nun als spektraler Drache haust sie in den Katakomben und Höhlen unter der Bibliothek. Besucher der Tiefen beschreiben Miirym als ein Paar gewaltiger, spektraler Kiefer, deren Essenz vor dem Versprechen von Odemwaffen und Zerstörung brodelt. Abenteurer, die die Gänge unter Candlekeep erkunden, könnten Miirym begegnen; sie ist an Neuigkeiten aus dem heutigen Faerûn mehr interessiert als am Kampf. In der Tat ist Miirym eine fesselnde Gesprächspartnerin, sofern man die Muße hat, sich mit ihr zu unterhalten. Miirym besitzt keinen Schatzhort. Stattdessen schützt sie die Bücher und Schriftrollen in ihrem unterirdischen Herrschaftsbereich. Der Wächterwurm kann vom Hüter der Folianten herbeigerufen und zum Schutz Candlekeeps gegen Eindringlinge, die plündern oder zerstören wollen, eingesetzt werden. In ihrer Rolle als Verteidigerin Candlekeeps kann Miirym sich überall innerhalb der Bibliotheksfestung bewegen und durch Wände und andere feste Barrieren gleiten. Extradimensionale Räume kann sie nicht betreten, da diese nicht auf derselben Daseinsebene wie Candlekeep liegen. Sie wurde vor einigen Wochen aufmerksam darauf und dachte es ist unter Candle Ceep aber dann kam eine Stimme in ihren Kopf und sie hörte: Schlaf, und sie entslippte. Loot: 250gp Story Award: State of Candlekeep - Bowed but Not Broken You defended Candlekeep against the incursions of the Far Realm and the Tenebrous Creed, however, the toll was great. The librarians were able to assist you in your quest against Szass Tam. Der Zustand von Candlekeep: gebeugt, aber nicht gebrochen Du hast Candlekeep gegen die Angriffe aus dem Fernen Reich und dem Tenebrous Creed verteidigt, jedoch war der Preis hoch. Die Bibliothekare konnten dir bei deiner Mission gegen Szass Tam helfen. Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. Bracers of Archery "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| 2025-12-22 19:01 | CCC-Ziege-01 Shadows of the Blood Moon | 1 | 560 | 10 | Ivory Goats Figurine of Wondrous Power, Silvered Longsword | Show | ||
|
Teilnehmer: Info: Rastul Shan - oberhaupt der Cloak´s - Mulmaster Loot: 560gp Silvered Longsword An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Ivory Goats Figurine of Wondrous Power These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. Story Award: Malar's Bane Werefolk everywhere hear of your exploits against Malar and come to despise you for it. You have disadvantage on all Charisma checks against lycanthropes, whether or not you know they are cursed. CCC-Ziege-01 Shadows of Blood Moon |
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