Calythra Twinveil
Bracers of the Night Sky (Sentinel Shield),
Cloak of Protection,
+1 Greataxe,
Wand of Magic Missiles,
Bag of Holding,
Oathmaker,
The Winking Relic (Ersatz Eye),
Gravewarden Mantle (Cloak of Protection),
Diadem (Helm of Comprehending Languages),
Moonwake (Silvered Weapon),
Anja’s Homeward Brooch
Log Entries
| Date Played | Adventure Title | Session | Levels ▼ | GP | Downtime | Magic Items | ||
|---|---|---|---|---|---|---|---|---|
| 2025-12-19 21:34 | RMH-00 House of Lament + DDHC-CoS Death House | 3 | 1 | 10 | Bag of Holding | Show | ||
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Teilnehmer: Info: Lucien Young [C0ldW0lf] murmelt leise "kann das sein... gab es noch Andere..." Loot: Bag of Holding This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. 1 lvl Cleric |
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| 2026-01-07 19:05 | RMH-00 House of Lament + DDHC-CoS Death House | 5 | 1 | 97.25 | 10 | Oathmaker | Show | |
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Teilnehmer: Info: Wir sind zurück im raum und bereiten uns vor bereden unsere vorgehensweise. Danach machen wir uns auf in den Turm, Als wir den vorraum betreten kommen aus den staturen zwei köpfe geflogen die Viktor schwer anschlagen. Calythra heilt ihn und wir können sie gemeinsam besiegen und gehen weiter. als Renoir eine stufe berührt wird er von einer Gepanzerten Hand aus der Wand Gepackt. Er wird von Dalk Dranzog schwer verprügelt und Calythra heilt ihn wieder. Ihr heiliges licht und ein paar andere zauber schein zu wirken aber alles andere nicht. wir flüchten die treppe hinauf, und als wir schon weiter weg sind hört Calythra wie er Mmurt: "Schaun wa ob sie wieder da sind wie bei den letzen." und stapft weg. Calythra weis das dort ihre Puppen im Schrank versteckt sind. Wir laufen schnell weiter nach oben und finden dort eine fein gefertigte Kettenrüstung. Viktor zieht diese an und wir laufen wieder etwas panisch nach unten. als wir unten ankommen und schonwieder im vorraum des turms sind wird Renoir plötzlich balss und spuckt blut. Calythra heilt ihn wieder und wir laufen weiter. -die puppen sind in gefahr, der periton wurde von den Monster getötet und als wir in den Zimmer ankommen bearbeitet er die nächste puppe, er versucht körperteile abzureisen und schlägt mit ihnen nach uns. einmal schaft er es der puppe von scar den kopf abzureisen und dieser bricht zusammen. als Calythra ihn heilen versucht merkt sie das es nicht funktioniert. sie rennt um den ritter und unter den tisch. sie versucht versucht seine puppe zu erreichen. die anderen kümmern sich weiter um den Ritter und viktor schießt in mehrfach körperteile ab biss er ihn in die brusst schiest und dieser explodiert. Calythra schaft es die Puppe wieder zusammen zu nähen und Scar schnappt dann nach luft und wacht auf. Wir suchen nach den kampf und einer kleinen pause sowie das sicher der Puppen im sicheren raum nach seiner waffe in der wannd. danach gehen wir in den keller, finden dort ein paar lilberlöffel für weintasting. weiter hinen finden wir einen teil des hauses der offensichtlich nicht direkt dazu gehört sondern älter ist. irgendein art tür die von einer baariere mit der Axt berührt Scar diese und wir können passieren. dort drinen sehen wir das es wohl ein teil des turmes ist aber dieser zugemauert wurde. Ein loch ist aber im boden wo wir das ende nicht sehen. Mara sagt das dort unten der ausgang ist und uns nichts passiert wenn wir springen. die jungs springen natürlich ohne vorwarnung und als wir fallen werden wir irgenwann aufgefannen und schweben später zu boden. wir stehen in einen raum mit einen Orangen monoliten darin, dahinter steht eine gestallt, ein untoten erkennt calythra. ein Buch an der seite mit einer Wage, das zeichen von Tyr. sie denkt das sie die person erkennt und fängt an zu weinen. Als wir durch das Portal steigen, wachen wir in einen dunklen Wald auf. Ein Mann mit Roten Haaren und Goldenen Augen begrüßt uns, der an einen Tisch sitzt der reich gedeckt ist. Er nennt sich der Batler. Hinter ihm links und rechts, stehen zwei damen in Hausmädchen kleidung gemischt mit rüstung. eine von ihnen hat violette augen und weiße Haare und die andere hat Schwarze haare, ihre gesichter sind desweiteren von schleier verhüllt. Die Dame mit den weißen Haaren hat oft Viktor und Lucien angeschaut Renoir presst die Lippen aufeinander und horscht gebannt zu Loot: 97,25 Deck of Illusions This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Oathmaker (+1 Rapier) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. "A slender weapon whose steel gleams with a deep crimson sheen, as if old fury has been sealed inside the metal. A cracked ruby is set into the pommel—sometimes, in its faint glow, the face of Mara Silvra appears, bound to this blade by an oath left unfulfilled. When Oathmaker is drawn, the air turns cold and a whisper presses at the edge of your thoughts, urging you to name the guilty and see vengeance done. Speak a vow while holding the hilt, and Mara’s presence closes around your wrist like an iron promise—steady, demanding, and utterly relentless." |
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| 2025-10-31 01:02 | First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) | 0 | 100 | Bracers of the Night Sky (Sentinel Shield), Dark Dancer's Raiment (Smoldering Breastplate) | Show DM Log | |||
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DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) Loot: 100gp Dark Dancer's Raiment (Smoldering Breastplate) This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it. A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver. Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps. Special features: Half the weight of a regular breastplate, made from elven weaving and lunar moth silk. Minor Property – Songcraft: When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing. Bracers of the Night Sky (Sentinel Shield) Wondrous Item, uncommon (functions as Sentinel Shield) While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye. "These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black. If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open. Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer." Visual Effect in Use: With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up. The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies. The light slowly fades once the danger has passed. Special Features: Half the weight of a normal Bracers, due to Elven craftsmanship and mithral. Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above. 🕊Story Award: Frozen Beauty You didn't break the ice, but you saw the beauty beneath. You are being watched; you have shown respect for beauty and silence. This respect is met with compassion. 🩵Story Award: Explorer of the Rime You touched the cold—and turned away. Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself. When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder. 🌙 Story Award: The Last Dance in the Snow You witnessed an ancient miracle—and the pain that lies within it. In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion. As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost. She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom. And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness. And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness. Only the imprint of her footsteps remained in the ice. But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you. ✨ Effect (dm decision): As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration. Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps. |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-12-19 21:34 | RMH-00 House of Lament + DDHC-CoS Death House | 3 | 10 | Show | ||||
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Teilnehmer: Info: Lucien Young [C0ldW0lf] murmelt leise "kann das sein... gab es noch Andere..." Loot: Bag of Holding This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. 1 lvl Cleric |
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| 2026-01-07 19:05 | RMH-00 House of Lament + DDHC-CoS Death House | 5 | 10 | Show | ||||
|
Teilnehmer: Info: Wir sind zurück im raum und bereiten uns vor bereden unsere vorgehensweise. Danach machen wir uns auf in den Turm, Als wir den vorraum betreten kommen aus den staturen zwei köpfe geflogen die Viktor schwer anschlagen. Calythra heilt ihn und wir können sie gemeinsam besiegen und gehen weiter. als Renoir eine stufe berührt wird er von einer Gepanzerten Hand aus der Wand Gepackt. Er wird von Dalk Dranzog schwer verprügelt und Calythra heilt ihn wieder. Ihr heiliges licht und ein paar andere zauber schein zu wirken aber alles andere nicht. wir flüchten die treppe hinauf, und als wir schon weiter weg sind hört Calythra wie er Mmurt: "Schaun wa ob sie wieder da sind wie bei den letzen." und stapft weg. Calythra weis das dort ihre Puppen im Schrank versteckt sind. Wir laufen schnell weiter nach oben und finden dort eine fein gefertigte Kettenrüstung. Viktor zieht diese an und wir laufen wieder etwas panisch nach unten. als wir unten ankommen und schonwieder im vorraum des turms sind wird Renoir plötzlich balss und spuckt blut. Calythra heilt ihn wieder und wir laufen weiter. -die puppen sind in gefahr, der periton wurde von den Monster getötet und als wir in den Zimmer ankommen bearbeitet er die nächste puppe, er versucht körperteile abzureisen und schlägt mit ihnen nach uns. einmal schaft er es der puppe von scar den kopf abzureisen und dieser bricht zusammen. als Calythra ihn heilen versucht merkt sie das es nicht funktioniert. sie rennt um den ritter und unter den tisch. sie versucht versucht seine puppe zu erreichen. die anderen kümmern sich weiter um den Ritter und viktor schießt in mehrfach körperteile ab biss er ihn in die brusst schiest und dieser explodiert. Calythra schaft es die Puppe wieder zusammen zu nähen und Scar schnappt dann nach luft und wacht auf. Wir suchen nach den kampf und einer kleinen pause sowie das sicher der Puppen im sicheren raum nach seiner waffe in der wannd. danach gehen wir in den keller, finden dort ein paar lilberlöffel für weintasting. weiter hinen finden wir einen teil des hauses der offensichtlich nicht direkt dazu gehört sondern älter ist. irgendein art tür die von einer baariere mit der Axt berührt Scar diese und wir können passieren. dort drinen sehen wir das es wohl ein teil des turmes ist aber dieser zugemauert wurde. Ein loch ist aber im boden wo wir das ende nicht sehen. Mara sagt das dort unten der ausgang ist und uns nichts passiert wenn wir springen. die jungs springen natürlich ohne vorwarnung und als wir fallen werden wir irgenwann aufgefannen und schweben später zu boden. wir stehen in einen raum mit einen Orangen monoliten darin, dahinter steht eine gestallt, ein untoten erkennt calythra. ein Buch an der seite mit einer Wage, das zeichen von Tyr. sie denkt das sie die person erkennt und fängt an zu weinen. Als wir durch das Portal steigen, wachen wir in einen dunklen Wald auf. Ein Mann mit Roten Haaren und Goldenen Augen begrüßt uns, der an einen Tisch sitzt der reich gedeckt ist. Er nennt sich der Batler. Hinter ihm links und rechts, stehen zwei damen in Hausmädchen kleidung gemischt mit rüstung. eine von ihnen hat violette augen und weiße Haare und die andere hat Schwarze haare, ihre gesichter sind desweiteren von schleier verhüllt. Die Dame mit den weißen Haaren hat oft Viktor und Lucien angeschaut Renoir presst die Lippen aufeinander und horscht gebannt zu Loot: 97,25 Deck of Illusions This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Oathmaker (+1 Rapier) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. "A slender weapon whose steel gleams with a deep crimson sheen, as if old fury has been sealed inside the metal. A cracked ruby is set into the pommel—sometimes, in its faint glow, the face of Mara Silvra appears, bound to this blade by an oath left unfulfilled. When Oathmaker is drawn, the air turns cold and a whisper presses at the edge of your thoughts, urging you to name the guilty and see vengeance done. Speak a vow while holding the hilt, and Mara’s presence closes around your wrist like an iron promise—steady, demanding, and utterly relentless." |
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| 2025-10-31 01:02 | First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) | 1 | Show DM Log | |||||
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DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) Loot: 100gp Dark Dancer's Raiment (Smoldering Breastplate) This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it. A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver. Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps. Special features: Half the weight of a regular breastplate, made from elven weaving and lunar moth silk. Minor Property – Songcraft: When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing. Bracers of the Night Sky (Sentinel Shield) Wondrous Item, uncommon (functions as Sentinel Shield) While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye. "These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black. If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open. Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer." Visual Effect in Use: With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up. The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies. The light slowly fades once the danger has passed. Special Features: Half the weight of a normal Bracers, due to Elven craftsmanship and mithral. Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above. 🕊Story Award: Frozen Beauty You didn't break the ice, but you saw the beauty beneath. You are being watched; you have shown respect for beauty and silence. This respect is met with compassion. 🩵Story Award: Explorer of the Rime You touched the cold—and turned away. Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself. When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder. 🌙 Story Award: The Last Dance in the Snow You witnessed an ancient miracle—and the pain that lies within it. In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion. As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost. She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom. And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness. And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness. Only the imprint of her footsteps remained in the ice. But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you. ✨ Effect (dm decision): As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration. Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps. |
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| Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
|---|---|---|---|---|---|---|---|---|
| 2025-12-19 21:34 | RMH-00 House of Lament + DDHC-CoS Death House | 3 | 10 | Bag of Holding | Show | |||
|
Teilnehmer: Info: Lucien Young [C0ldW0lf] murmelt leise "kann das sein... gab es noch Andere..." Loot: Bag of Holding This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. 1 lvl Cleric |
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| 2026-01-07 19:05 | RMH-00 House of Lament + DDHC-CoS Death House | 5 | 97.25 | 10 | Oathmaker | Show | ||
|
Teilnehmer: Info: Wir sind zurück im raum und bereiten uns vor bereden unsere vorgehensweise. Danach machen wir uns auf in den Turm, Als wir den vorraum betreten kommen aus den staturen zwei köpfe geflogen die Viktor schwer anschlagen. Calythra heilt ihn und wir können sie gemeinsam besiegen und gehen weiter. als Renoir eine stufe berührt wird er von einer Gepanzerten Hand aus der Wand Gepackt. Er wird von Dalk Dranzog schwer verprügelt und Calythra heilt ihn wieder. Ihr heiliges licht und ein paar andere zauber schein zu wirken aber alles andere nicht. wir flüchten die treppe hinauf, und als wir schon weiter weg sind hört Calythra wie er Mmurt: "Schaun wa ob sie wieder da sind wie bei den letzen." und stapft weg. Calythra weis das dort ihre Puppen im Schrank versteckt sind. Wir laufen schnell weiter nach oben und finden dort eine fein gefertigte Kettenrüstung. Viktor zieht diese an und wir laufen wieder etwas panisch nach unten. als wir unten ankommen und schonwieder im vorraum des turms sind wird Renoir plötzlich balss und spuckt blut. Calythra heilt ihn wieder und wir laufen weiter. -die puppen sind in gefahr, der periton wurde von den Monster getötet und als wir in den Zimmer ankommen bearbeitet er die nächste puppe, er versucht körperteile abzureisen und schlägt mit ihnen nach uns. einmal schaft er es der puppe von scar den kopf abzureisen und dieser bricht zusammen. als Calythra ihn heilen versucht merkt sie das es nicht funktioniert. sie rennt um den ritter und unter den tisch. sie versucht versucht seine puppe zu erreichen. die anderen kümmern sich weiter um den Ritter und viktor schießt in mehrfach körperteile ab biss er ihn in die brusst schiest und dieser explodiert. Calythra schaft es die Puppe wieder zusammen zu nähen und Scar schnappt dann nach luft und wacht auf. Wir suchen nach den kampf und einer kleinen pause sowie das sicher der Puppen im sicheren raum nach seiner waffe in der wannd. danach gehen wir in den keller, finden dort ein paar lilberlöffel für weintasting. weiter hinen finden wir einen teil des hauses der offensichtlich nicht direkt dazu gehört sondern älter ist. irgendein art tür die von einer baariere mit der Axt berührt Scar diese und wir können passieren. dort drinen sehen wir das es wohl ein teil des turmes ist aber dieser zugemauert wurde. Ein loch ist aber im boden wo wir das ende nicht sehen. Mara sagt das dort unten der ausgang ist und uns nichts passiert wenn wir springen. die jungs springen natürlich ohne vorwarnung und als wir fallen werden wir irgenwann aufgefannen und schweben später zu boden. wir stehen in einen raum mit einen Orangen monoliten darin, dahinter steht eine gestallt, ein untoten erkennt calythra. ein Buch an der seite mit einer Wage, das zeichen von Tyr. sie denkt das sie die person erkennt und fängt an zu weinen. Als wir durch das Portal steigen, wachen wir in einen dunklen Wald auf. Ein Mann mit Roten Haaren und Goldenen Augen begrüßt uns, der an einen Tisch sitzt der reich gedeckt ist. Er nennt sich der Batler. Hinter ihm links und rechts, stehen zwei damen in Hausmädchen kleidung gemischt mit rüstung. eine von ihnen hat violette augen und weiße Haare und die andere hat Schwarze haare, ihre gesichter sind desweiteren von schleier verhüllt. Die Dame mit den weißen Haaren hat oft Viktor und Lucien angeschaut Renoir presst die Lippen aufeinander und horscht gebannt zu Loot: 97,25 Deck of Illusions This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Oathmaker (+1 Rapier) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. "A slender weapon whose steel gleams with a deep crimson sheen, as if old fury has been sealed inside the metal. A cracked ruby is set into the pommel—sometimes, in its faint glow, the face of Mara Silvra appears, bound to this blade by an oath left unfulfilled. When Oathmaker is drawn, the air turns cold and a whisper presses at the edge of your thoughts, urging you to name the guilty and see vengeance done. Speak a vow while holding the hilt, and Mara’s presence closes around your wrist like an iron promise—steady, demanding, and utterly relentless." |
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| 2025-10-31 01:02 | First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) | 100 | Bracers of the Night Sky (Sentinel Shield), Dark Dancer's Raiment (Smoldering Breastplate) | Show DM Log | ||||
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DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) Loot: 100gp Dark Dancer's Raiment (Smoldering Breastplate) This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it. A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver. Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps. Special features: Half the weight of a regular breastplate, made from elven weaving and lunar moth silk. Minor Property – Songcraft: When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing. Bracers of the Night Sky (Sentinel Shield) Wondrous Item, uncommon (functions as Sentinel Shield) While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye. "These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black. If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open. Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer." Visual Effect in Use: With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up. The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies. The light slowly fades once the danger has passed. Special Features: Half the weight of a normal Bracers, due to Elven craftsmanship and mithral. Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above. 🕊Story Award: Frozen Beauty You didn't break the ice, but you saw the beauty beneath. You are being watched; you have shown respect for beauty and silence. This respect is met with compassion. 🩵Story Award: Explorer of the Rime You touched the cold—and turned away. Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself. When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder. 🌙 Story Award: The Last Dance in the Snow You witnessed an ancient miracle—and the pain that lies within it. In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion. As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost. She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom. And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness. And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance. Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness. Only the imprint of her footsteps remained in the ice. But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you. ✨ Effect (dm decision): As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration. Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps. |
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