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,
Golden Flywheel (Stone of Good Luck),
Staff of the Woodlands,
Silvered Rapier,
Driftglobe,
Necklace of Adaptation,
Chime of Exile,
Drow Armor (Breastplate of Gleaming),
Rod of Sanctuary (Rod of Security)
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2025-05-29 21:39 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 2 | 10 | Folding Boat, Eyes of Minute Seeing, Ring of Mind Shielding, Bag of Holding | Show | |||
Teilnehmer: Info: a bronze tablet worth 100 gp. Loot: Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Story Award: You free a Marid Genie from a millennia-old magical cage. |
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2025-06-26 21:13 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 3 | 10 | Silvered Rapier, Sword of Vengeance, Periapt of Proof against Poison, War Pick +1, Cloak of Elvenkind | Show | |||
Teilnehmer: Info: Loot: Sword of Vengeance You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Periapt of Proof against Poison This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. War Pick +1 You have a +1 bonus to attack and damage rolls made with this weapon. Cloak of Elvenkind 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. Silvered Rapier 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. Verbraucht: |
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2025-07-03 20:15 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 4 | 6857.14 | 10 | Wand of Magic Missiles, Manual of Bodily Health, Tasha's Creeping Keelboat, Demon Skin (Plate Armor), Iggwylv's Horn | Show | ||
Teilnehmer: Info: Calumnus, den schwarzen Drachen besiegt. Loot: 6982gp 1sp 4cp each Wand of Magic Missiles 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. Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Tasha's Creeping Keelboat Iggwylv's Horn Demon Skin (Plate Armor) |
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2025-07-07 19:09 | DDHC-TfYP-06 WPM White Plume Mountain | 1 | 1 | 14357 | 10 | Staff of the Woodlands | Show | |
Teilnehmer: Info: Loot: 14357gp Consumables Magic Items: *Rewords * Das hier sind die Rewards fürs Waffen zurückbringen
+1 lvl Druid |
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2025-07-24 15:31 | Purchase Log | -19700 | Show Purchase | |||||
gekauft: |
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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. Story Award: Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: Switscht: Skilled mit Healer feat. |
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2025-08-14 21:29 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 1 | 10 | Golden Flywheel (Stone of Good Luck) | Show | |||
Teilnehmer: Info: Verschwunden Adlige in Neverwinter: Als wir versuchten das Ritual das den letzten entführten Opfersollte unterbrochen, riss plötzlich die Realität auf und zog uns in die Zwischen welt zwischen Matirial Plane und dem Shadowfell. Dort wurden wir von Vecna begrüst und dieser zwang uns sein Blessing auf. Nun müssen wir versuchen wieder von hier zu fliehen und vermeiden ihm bei seinen aufstieg zu helfen. Freundeten uns mit den Wasserelementaren an die sich in den Zisternen system der Crypta befindet. Diese schickten uns zu den Wassergenie Shanzezim, dieser wurde von der vorherigen Gilde die sich in der Crypta verschanst hatte gebunden. Temenos verbannte ihn kurz um den Bund zu lösen und kam kurz darauf zurück. Er unterstützte uns dabei die Kultisten zu konfrontieren. Verbraucht: Loot: Golden Flywheel (Stone of Good Luck) While this golden flywheel is on your person, you gain a +1 bonus to ability checks and saving throws. Blessing: Vecna´s Link |
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2025-08-29 22:13 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 2 | 666 | 10 | Driftglobe, Necklace of Adaptation | Show | ||
Teilnehmer: Info: (Sie haben das Shadowfell untersucht und eine Möglichkeit dieses aufzulösen. Dadurch wurde Shar auf sie aufmerksam und verfluchte sie das sie dieses nie wieder verlassen können.) Kevetta Dolindar Letzes Wort der Zwillinge: Allein “DOLINDAR” above “NO WORLD TO RETURN.” (Mittlere Tür) Schatzraum: A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp The Wizard Three: Juniper hat da 2 Jahre auf uns gewartet.... Loot: 666gp Driftglobe 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. Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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2025-09-04 22:00 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 3 | 10 | Chime of Exile | Show | |||
Teilnehmer: Info: Loot: Chime of Exile This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn. Dawnpetal Oath-Ring Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you . If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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2025-09-18 17:07 | FR-DC-Vex-Vermin Exterminators | 4 | 10 | Drow Armor (Breastplate of Gleaming), Rod of Sanctuary (Rod of Security) | Show | |||
Teilnehmer: Info: verbraucht: Drow Armor (Breastplate of Gleaming) https://i.ibb.co/1Gsp1FBJ/image.png This armor never gets dirty. Minor Property: Language - While having this item in your possession you are able to speak drow (elvish). Rod of Sanctuary (Rod of Security) While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912 "This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses." Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Drizzt Do'Urdens Autograph (Charm of Fate) |
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2025-09-18 21:26 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 5 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
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2025-05-29 21:39 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 2 | 10 | Show | ||||
Teilnehmer: Info: a bronze tablet worth 100 gp. Loot: Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Story Award: You free a Marid Genie from a millennia-old magical cage. |
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2025-06-26 21:13 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 3 | 10 | Show | ||||
Teilnehmer: Info: Loot: Sword of Vengeance You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Periapt of Proof against Poison This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. War Pick +1 You have a +1 bonus to attack and damage rolls made with this weapon. Cloak of Elvenkind 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. Silvered Rapier 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. Verbraucht: |
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2025-07-03 20:15 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 4 | 10 | Show | ||||
Teilnehmer: Info: Calumnus, den schwarzen Drachen besiegt. Loot: 6982gp 1sp 4cp each Wand of Magic Missiles 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. Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Tasha's Creeping Keelboat Iggwylv's Horn Demon Skin (Plate Armor) |
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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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2025-07-24 15:31 | Purchase Log | Show Purchase | ||||||
gekauft: |
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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. Story Award: Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: Switscht: Skilled mit Healer feat. |
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2025-08-14 21:29 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 1 | 10 | Show | ||||
Teilnehmer: Info: Verschwunden Adlige in Neverwinter: Als wir versuchten das Ritual das den letzten entführten Opfersollte unterbrochen, riss plötzlich die Realität auf und zog uns in die Zwischen welt zwischen Matirial Plane und dem Shadowfell. Dort wurden wir von Vecna begrüst und dieser zwang uns sein Blessing auf. Nun müssen wir versuchen wieder von hier zu fliehen und vermeiden ihm bei seinen aufstieg zu helfen. Freundeten uns mit den Wasserelementaren an die sich in den Zisternen system der Crypta befindet. Diese schickten uns zu den Wassergenie Shanzezim, dieser wurde von der vorherigen Gilde die sich in der Crypta verschanst hatte gebunden. Temenos verbannte ihn kurz um den Bund zu lösen und kam kurz darauf zurück. Er unterstützte uns dabei die Kultisten zu konfrontieren. Verbraucht: Loot: Golden Flywheel (Stone of Good Luck) While this golden flywheel is on your person, you gain a +1 bonus to ability checks and saving throws. Blessing: Vecna´s Link |
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2025-08-29 22:13 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 2 | 10 | Show | ||||
Teilnehmer: Info: (Sie haben das Shadowfell untersucht und eine Möglichkeit dieses aufzulösen. Dadurch wurde Shar auf sie aufmerksam und verfluchte sie das sie dieses nie wieder verlassen können.) Kevetta Dolindar Letzes Wort der Zwillinge: Allein “DOLINDAR” above “NO WORLD TO RETURN.” (Mittlere Tür) Schatzraum: A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp The Wizard Three: Juniper hat da 2 Jahre auf uns gewartet.... Loot: 666gp Driftglobe 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. Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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2025-09-04 22:00 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 3 | 10 | Show | ||||
Teilnehmer: Info: Loot: Chime of Exile This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn. Dawnpetal Oath-Ring Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you . If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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2025-09-18 17:07 | FR-DC-Vex-Vermin Exterminators | 4 | 10 | Show | ||||
Teilnehmer: Info: verbraucht: Drow Armor (Breastplate of Gleaming) https://i.ibb.co/1Gsp1FBJ/image.png This armor never gets dirty. Minor Property: Language - While having this item in your possession you are able to speak drow (elvish). Rod of Sanctuary (Rod of Security) While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912 "This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses." Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Drizzt Do'Urdens Autograph (Charm of Fate) |
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2025-09-18 21:26 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 5 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2025-05-29 21:39 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 2 | 10 | Folding Boat, Eyes of Minute Seeing, Ring of Mind Shielding, Bag of Holding | Show | |||
Teilnehmer: Info: a bronze tablet worth 100 gp. Loot: Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Story Award: You free a Marid Genie from a millennia-old magical cage. |
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2025-06-26 21:13 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 3 | 10 | Silvered Rapier, Sword of Vengeance, Periapt of Proof against Poison, War Pick +1, Cloak of Elvenkind | Show | |||
Teilnehmer: Info: Loot: Sword of Vengeance You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Periapt of Proof against Poison This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. War Pick +1 You have a +1 bonus to attack and damage rolls made with this weapon. Cloak of Elvenkind 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. Silvered Rapier 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. Verbraucht: |
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2025-07-03 20:15 | DDHC-QfIS-The Lost Caverns of Tsojcanth | 4 | 6857.14 | 10 | Wand of Magic Missiles, Manual of Bodily Health, Tasha's Creeping Keelboat, Demon Skin (Plate Armor), Iggwylv's Horn | Show | ||
Teilnehmer: Info: Calumnus, den schwarzen Drachen besiegt. Loot: 6982gp 1sp 4cp each Wand of Magic Missiles 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. Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Tasha's Creeping Keelboat Iggwylv's Horn Demon Skin (Plate Armor) |
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2025-07-07 19:09 | DDHC-TfYP-06 WPM White Plume Mountain | 1 | 14357 | 10 | Staff of the Woodlands | Show | ||
Teilnehmer: Info: Loot: 14357gp Consumables Magic Items: *Rewords * Das hier sind die Rewards fürs Waffen zurückbringen
+1 lvl Druid |
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2025-07-24 15:31 | Purchase Log | -19700 | Show Purchase | |||||
gekauft: |
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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. Story Award: Saving an Effreti The characters gain psychic resistance! Golden Vault Reward: Switscht: Skilled mit Healer feat. |
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2025-08-14 21:29 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 1 | 10 | Golden Flywheel (Stone of Good Luck) | Show | |||
Teilnehmer: Info: Verschwunden Adlige in Neverwinter: Als wir versuchten das Ritual das den letzten entführten Opfersollte unterbrochen, riss plötzlich die Realität auf und zog uns in die Zwischen welt zwischen Matirial Plane und dem Shadowfell. Dort wurden wir von Vecna begrüst und dieser zwang uns sein Blessing auf. Nun müssen wir versuchen wieder von hier zu fliehen und vermeiden ihm bei seinen aufstieg zu helfen. Freundeten uns mit den Wasserelementaren an die sich in den Zisternen system der Crypta befindet. Diese schickten uns zu den Wassergenie Shanzezim, dieser wurde von der vorherigen Gilde die sich in der Crypta verschanst hatte gebunden. Temenos verbannte ihn kurz um den Bund zu lösen und kam kurz darauf zurück. Er unterstützte uns dabei die Kultisten zu konfrontieren. Verbraucht: Loot: Golden Flywheel (Stone of Good Luck) While this golden flywheel is on your person, you gain a +1 bonus to ability checks and saving throws. Blessing: Vecna´s Link |
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2025-08-29 22:13 | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | 2 | 666 | 10 | Driftglobe, Necklace of Adaptation | Show | ||
Teilnehmer: Info: (Sie haben das Shadowfell untersucht und eine Möglichkeit dieses aufzulösen. Dadurch wurde Shar auf sie aufmerksam und verfluchte sie das sie dieses nie wieder verlassen können.) Kevetta Dolindar Letzes Wort der Zwillinge: Allein “DOLINDAR” above “NO WORLD TO RETURN.” (Mittlere Tür) Schatzraum: A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp The Wizard Three: Juniper hat da 2 Jahre auf uns gewartet.... Loot: 666gp Driftglobe 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. Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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2025-09-04 22:00 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 3 | 10 | Chime of Exile | Show | |||
Teilnehmer: Info: Loot: Chime of Exile This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn. Dawnpetal Oath-Ring Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you . If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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2025-09-18 17:07 | FR-DC-Vex-Vermin Exterminators | 4 | 10 | Drow Armor (Breastplate of Gleaming), Rod of Sanctuary (Rod of Security) | Show | |||
Teilnehmer: Info: verbraucht: Drow Armor (Breastplate of Gleaming) https://i.ibb.co/1Gsp1FBJ/image.png This armor never gets dirty. Minor Property: Language - While having this item in your possession you are able to speak drow (elvish). Rod of Sanctuary (Rod of Security) While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912 "This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses." Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Drizzt Do'Urdens Autograph (Charm of Fate) |
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2025-09-18 21:26 | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | 5 | 10 | Show | ||||
Teilnehmer: Info: Loot: |