Veil of Shadows (Veil)

Season:
Forgotten Realms S 11
Race:
Tabaxi
Class:
Gloomstalker Ranger lvl 4, Way of the Kensei Monk lvl 6
Background:
Shadow of the Black Raven (Urban Bounty Hunter)
Lifestyle:
Modest
Current Level:
10
Total GP:
17423.7
Total Downtime:
70
Tag:
Faction:
Golden Vault
Faction Rank:
Notorious (rank 2)
Magic Item Count:
21
Magic Item Limit:
3
Ring of Telekinesis,
Boots of Striding and Springinge,
Chain Mail +1,
Armor of Vulnerability(slashing),
Ring of Protection,
Ring of Spell Storing,
Freedom (Longbow +2),
Stone of Good Luck,
Goggles Of Night,
Wave (T4 Lockt),
Ring of Shooting Stars,
Cloak of Billowing,
Emerald Kidgloves (Gloves of Thievery),
Dragonhide Belt +1,
Rapier of Warning,
Eldritch Claw Tattoo,
Longbow of Conflagration,
Candle of the Deep,
Mystery Key,
Shadowfell Brand Tattoo,
Battleaxe +1,
Flame Tongue Longsword,
Dragon Scale Mail (Gold),
Sending Stones,
Ring of Animal Influence,
Lantern of Revealing,
Durgeddin’s Greataxe (+2 Greataxe)

Log Entries

Date Played Adventure Title Session Levels ▼ GP Downtime Magic Items
2022-06-06 20:00 Assignment 4 Season 11b 0 2500 Flame Tongue Greatsword Show DM Log

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

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

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

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


2024-01-28 03:50 Assignment 3 Season 12 c 0 250 Eldritch Claw Tattoo Show DM Log

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

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

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

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

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

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

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2022-06-06 19:50 Assignment 3 Season 11b 0 2500 Opal of the Ild Rune Show DM Log

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2022-06-06 20:00 Assignment 4 Season 11b 2 Show DM Log

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

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

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

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


2024-01-28 03:50 Assignment 3 Season 12 c 1 Show DM Log

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

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

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

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

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

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

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2022-06-06 19:50 Assignment 3 Season 11b 2 Show DM Log

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2022-06-06 20:00 Assignment 4 Season 11b 2500 Flame Tongue Greatsword Show DM Log

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

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

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

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


2024-01-28 03:50 Assignment 3 Season 12 c 250 Eldritch Claw Tattoo Show DM Log

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

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

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

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

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

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

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2022-06-06 19:50 Assignment 3 Season 11b 2500 Opal of the Ild Rune Show DM Log

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.