Aora Cinnamae
Seelie Court "Longsword" (Dagger +1),
Wand of Whimsy,
Pearl of Elocution,
Fold-Up Friend,
Wand of the War Mage +2,
Goggles of Night,
Leather Armor +2,
Bobbing Lily Pad,
Wand of Smiles,
Helm of Telepathy,
"Junipers Embrace" (Cloak of Displacement),
Pipes of Haunting,
Nature's Mantle,
Moon Sickle +1,
Bag of Beans (4),
Hag Eye (Im Frog of Holding),
Quiver of Ehlonna ,
Wand of Web,
Scissors of Shadow Snipping,
Ring of Shooting Stars,
Ornithopter of Flying,
Eldritch Staff,
Chime of Opening,
Boots of Levitation,
Bag of Beans,
Woodcutter's Axe,
Bracers of Defense,
Ring of Feather Falling,
Staff of Striking,
Rapier +1,
Winged Boots,
Ioun Stone of Insight,
Flame Tongue Longsword,
Staff of Power,
Robes of the Archmagi (T4 Lockt),
Amulet of the Planes,
Stone of Good Luck,
Ring of Amity,
Tongcat Nenek Kebayan (Staff of Healing),
Giant Slayer Shortsword,
Bracers of Defense,
Silvered Rapier,
Radiance (+1 wand of the war mage),
Folding Boat,
Eyes of Minute Seeing,
Ring of Mind Shielding,
Bag of Holding,
Sword of Vengeance,
Periapt of Proof against Poison,
War Pick +1,
Cloak of Elvenkind,
Wand of Magic Missiles,
Manual of Bodily Health,
Tasha's Creeping Keelboat,
Demon Skin (Plate Armor),
Iggwylv's Horn,
Rope of Entanglement,
Brazier of Commanding Fire Elementals,
Instrument of the Bards (Cli Lyre),
Ring of Telekinesis,
Bronze Griffon Figurine of Wondrous Power,
Mace of Terror
Log Entries
Date Played | Adventure Title | Session ▼ | Levels | GP | Downtime | Magic Items | ||
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2024-03-04 23:29 | Assignment 2. Season 13 (50?) | 1 | 250 | Staff of Flowers | Show DM Log | |||
Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp Staff of Flowers This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2025-07-07 19:09 | DDHC-TfYP-06 WPM White Plume Mountain | 1 | 1 | 14357 | 10 | Show | ||
Teilnehmer: Info: Loot: 14357gp Consumables Magic Items: *Rewords * Das hier sind die Rewards fürs Waffen zurückbringen
+1 lvl Druid |
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2024-07-13 14:00 | DDHC-WBW01-Witchlight Carnival | 1 | 1 | 10 | Show | |||
Teilnehmer: Info: Loot: Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour. After you use this charm three times, it vanishes from you. |
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2025-07-25 15:46 | DDHC-KftGV Fire and Darkness | 1 | 10 | Rope of Entanglement, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre), Ring of Telekinesis, Bronze Griffon Figurine of Wondrous Power, Mace of Terror | Show | |||
Teilnehmer: Info: Loot: 11056gp 6cp Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. Instrument of the Bards (Cli Lyre) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Bronze Griffon Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Mace of Terror This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | 10 | Wand of Whimsy, Pearl of Elocution, Fold-Up Friend | Show | |||
Teilnehmer: Info: Loot: 1cp 5sp Wand of Whimsy This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a cloud of butterflies, which flutter away. Pearl of Elocution When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. Fold-Up Friend While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point. Story Reward: With a hoot an a Growl! |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | Show | |||||
Teilnehmer: Story Recap: Nachdem die Vier ihre Karneval Tickets von Zybilna erhalten hatten gingen die vier Freunde wieder auf Abenteuer im Feywild doch Juniper lief eines Tages davon. Juniper schien zum Witchlight Karneval zu gehören den dorthin führte sie ihre neuen Besitzer. Nur hatten Diese leider ihre Tickets vergessen. So wurde Jedem Etwas aus dem Karnival gestohlen, eine besondere Eigenschaft.Juniper sowie Temenos und Oslo verschwanden aus dem Leben der drei Anderen während Diese eine dunkle Wendung nahmen. |
Date Played | Adventure Title | Tier | Session ▼ | ACP | TCP | Downtime | Renown | |
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2024-03-04 23:29 | Assignment 2. Season 13 (50?) | 1 | 1 | Show DM Log | ||||
Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp Staff of Flowers This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2025-07-07 19:09 | DDHC-TfYP-06 WPM White Plume Mountain | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: 14357gp Consumables Magic Items: *Rewords * Das hier sind die Rewards fürs Waffen zurückbringen
+1 lvl Druid |
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2024-07-13 14:00 | DDHC-WBW01-Witchlight Carnival | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour. After you use this charm three times, it vanishes from you. |
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2025-07-25 15:46 | DDHC-KftGV Fire and Darkness | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: 11056gp 6cp Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. Instrument of the Bards (Cli Lyre) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Bronze Griffon Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Mace of Terror This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | 10 | Show | ||||
Teilnehmer: Info: Loot: 1cp 5sp Wand of Whimsy This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a cloud of butterflies, which flutter away. Pearl of Elocution When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. Fold-Up Friend While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point. Story Reward: With a hoot an a Growl! |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | Show | |||||
Teilnehmer: Story Recap: Nachdem die Vier ihre Karneval Tickets von Zybilna erhalten hatten gingen die vier Freunde wieder auf Abenteuer im Feywild doch Juniper lief eines Tages davon. Juniper schien zum Witchlight Karneval zu gehören den dorthin führte sie ihre neuen Besitzer. Nur hatten Diese leider ihre Tickets vergessen. So wurde Jedem Etwas aus dem Karnival gestohlen, eine besondere Eigenschaft.Juniper sowie Temenos und Oslo verschwanden aus dem Leben der drei Anderen während Diese eine dunkle Wendung nahmen. |
Date Played | Adventure Title | Session ▼ | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2024-03-04 23:29 | Assignment 2. Season 13 (50?) | 1 | 250 | Staff of Flowers | Show DM Log | |||
Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp Staff of Flowers This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2025-07-07 19:09 | DDHC-TfYP-06 WPM White Plume Mountain | 1 | 14357 | 10 | Show | |||
Teilnehmer: Info: Loot: 14357gp Consumables Magic Items: *Rewords * Das hier sind die Rewards fürs Waffen zurückbringen
+1 lvl Druid |
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2024-07-13 14:00 | DDHC-WBW01-Witchlight Carnival | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour. After you use this charm three times, it vanishes from you. |
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2025-07-25 15:46 | DDHC-KftGV Fire and Darkness | 1 | 10 | Rope of Entanglement, Brazier of Commanding Fire Elementals, Instrument of the Bards (Cli Lyre), Ring of Telekinesis, Bronze Griffon Figurine of Wondrous Power, Mace of Terror | Show | |||
Teilnehmer: Info: Loot: 11056gp 6cp Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. Instrument of the Bards (Cli Lyre) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Bronze Griffon Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Mace of Terror This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | 10 | Wand of Whimsy, Pearl of Elocution, Fold-Up Friend | Show | |||
Teilnehmer: Info: Loot: 1cp 5sp Wand of Whimsy This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a cloud of butterflies, which flutter away. Pearl of Elocution When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. Fold-Up Friend While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point. Story Reward: With a hoot an a Growl! |
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2024-06-22 21:00 | DDHC-WBW-PR Prelude: Lost Things | 0 | Show | |||||
Teilnehmer: Story Recap: Nachdem die Vier ihre Karneval Tickets von Zybilna erhalten hatten gingen die vier Freunde wieder auf Abenteuer im Feywild doch Juniper lief eines Tages davon. Juniper schien zum Witchlight Karneval zu gehören den dorthin führte sie ihre neuen Besitzer. Nur hatten Diese leider ihre Tickets vergessen. So wurde Jedem Etwas aus dem Karnival gestohlen, eine besondere Eigenschaft.Juniper sowie Temenos und Oslo verschwanden aus dem Leben der drei Anderen während Diese eine dunkle Wendung nahmen. |