Adventure Logsheet
Raya Lightshield Size: 179 (medium) Weigth: 60kg Eyes: Grau/Blau Hair:Weiss Skin: etwas Blass/Silberlich Costomizing your Origin: Race: Aasimar Source: Ability +2, one +1 Chose: Str +2, Cha +1 Ability Score Point ´Buy: St 15, Dex 8, Con 14, Int 8, Wis 10, Cha 15 Language Proficiencies: Common, Celestial Class: Paladin (Oath of the Crown) Skill Proficiencies: Persuasion, Medicine Shieldmaid of Light (Background: City Watch Investigator) (Skill anders als Standart) Skill Proficiencies: Athletics, Perception Language Proficiencies: Draconic (PHB), Elvish (PHB) Feat: Tough Biography Raya war von Geburt an ein Rätsel – und eine Bürde. Ihre Eltern, einfache Leute aus den ärmlichen Gassen Neverwinters, hatten kaum die Mittel, sich selbst zu versorgen, geschweige denn ein Kind großzuziehen. Als Raya zur Welt kam, bemerkte man schnell, dass etwas an ihr anders war. Ihre Augen schimmerten golden im Licht, ihre Haut strahlte auf seltsame Weise, und selbst ihr Weinen klang eher wie ein Flüstern aus einer anderen Welt als wie der Schrei eines Neugeborenen. Die Nachbarn tuschelten, flüsterten von Hexerei oder göttlichem Einfluss. Doch für ihre Eltern war sie kein Wunder, sondern eine weitere Last – eine Last, die sie nie wirklich akzeptieren konnten. Obwohl sie Raya mit Nahrung und einem Dach über dem Kopf versorgten, fehlte jede Spur von Liebe oder Zuneigung. Raya spürte dies von klein auf. Schon mit vier Jahren begann sie, ihre Eltern zu unterstützen, sei es durch kleine Handgriffe im Haushalt oder Besorgungen, in der Hoffnung, ihre Zuneigung zu gewinnen. Doch egal, wie sehr sie sich bemühte, ihre Bemühungen wurden kaum wahrgenommen oder gar gewürdigt. Mit acht Jahren war sie bereits erstaunlich selbstständig und weit reifer, als es ihr Alter vermuten ließ. Eines Tages, als sie mit den Einkäufen auf dem Weg nach Hause war, geriet sie in eine Situation, die ihr Leben für immer verändern sollte. Eine Bande Banditen, die aus der Stadt floh, ergriff sie als Geisel. "Du bist unsere Freikarte", knurrte einer von ihnen, während er sie in einen Schwitzkasten nahm. Raya war stark für ihr Alter, aber gegen die rohen Kräfte des Banditen war sie machtlos. Als die Stadtwache die Banditen in einer verlassenen Scheune stellte, wurde Raya zu einem Faustpfand in einem gefährlichen Spiel. Doch anstatt sich zu ergeben, kämpfte sie. Sie biss den Banditen in die Hand, trat um sich und nutzte die Gelegenheit, um in die Arme eines imposanten Ritters zu stolpern, der gerade rechtzeitig eingriff. Dieser Mann, ein Paladin Helms, beschützte sie, als ein Schwert aus gleisendem Licht den Angreifer niederstreckte. Nachdem die Banditen überwältigt waren, brachte der Ritter sie nach Hause. Doch was er dort vorfand, ließ ihn erschauern: Eltern, die mehr erzürnt über die verlorenen Einkäufe waren, als dass sie sich um das Wohlergehen ihrer Tochter sorgten. Als Rayas Vater mit einem Stock auf sie losgehen wollte, griff der Paladin ein. "Wenn euch dieses Kind so wenig bedeutet, dann nehme ich sie euch ab", sagte er und warf ihnen einen Beutel Gold vor die Füße. Ohne auf eine Antwort zu warten, nahm er Raya mit sich. Zum ersten Mal in ihrem Leben fühlte Raya Sicherheit – und eine seltsame Form von Erleichterung. Der Paladin, dessen Name Sir Alaric war, adoptierte sie. Er wurde ihr Vater, Mentor und Beschützer. Unter seiner Obhut begann sie, die Tugenden Helms zu erlernen, und zeigte schon bald ein außergewöhnliches Talent. Mit zehn Jahren begann sie ihr Training als Paladin und übertraf bereits viele Novizen. Mit 15 trat sie den Wintershield Watchmen bei, einer Eliteeinheit in Neverwinter. Ihr Gespür für moralische Wahrheit und ihre Entschlossenheit, Unrecht zu bekämpfen, machten sie zu einer aufstrebenden Kämpferin. Doch eines Tages, als die Einheit in eine Falle geriet, änderte sich alles. Raya überlebte nur knapp eine Explosion, bei der viele ihrer Kameraden, einschließlich ihres Ziehvaters, ums Leben kamen. Die Tragödie hinterließ eine tiefe Leere in ihrem Herzen. Sie kämpft seither nicht nur gegen äußeres Unrecht, sondern auch gegen ihre eigene Schuld und den Schmerz des Verlustes. Dennoch hält sie an den Idealen Helms fest, in der Hoffnung, eines Tages die Leere in ihrem Inneren zu füllen und ihre Bestimmung zu finden – als Licht in der Dunkelheit einer oft grausamen Welt. Mit einer Größe von 1,78 Metern und einer Haltung, die sowohl Stärke als auch Anmut ausstrahlt, ist Raya eine imposante Erscheinung. Ihre silbrig glänzende Plattenrüstung, kunstvoll gearbeitet und anmutig, schmiegt sich dezent an ihre weiblichen Konturen, ohne jemals ihre Würde oder Autorität zu mindern. Unter der Rüstung trägt sie eine blaue Stoffrobe, die durch feine, silberne Stickereien das Zeichen des Order of the Gauntlet ziert. Ein weiter, grauer Umhang mit einem weichen, weißen Pelzkragen weht hinter ihr, oft von einem Hauch des Windes erfasst. Der Mantel verleiht ihr eine Aura von Erhabenheit und verstärkt ihre Präsenz, wo immer sie geht. Raya hat ein ungewöhnliches, beinahe überirdisches Aussehen: Ihr schneeweißes Haar fällt in weichen Strähnen über ihre Schultern und rahmt ein Gesicht ein, das von einer silbrig-blassen Haut geprägt ist, die fast metallisch schimmert. Ihre Augen, tief silbrig-blau, scheinen im Licht zu leuchten – besonders, wenn sie blinzelt oder mit ihrem intensiven Blick jemanden fixiert. Ihre Lippen sind auffallend rot, doch sie schwört, dass sie keine Schminke trägt; ihre natürliche Schönheit verstärkt nur den Eindruck ihrer himmlischen Herkunft. An ihrem linken Armschützer ist ein kunstvoller Schmuck angebracht, der einen tiefblauen Edelstein umfasst, der wie eine Essenz von Reinheit und Magie scheint. Dieser Stein, ebenso wie der Saphir, der im Heft ihres Langschwertes eingelassen ist, strahlt ein kühles, aber beruhigendes Licht aus. Das Langschwert selbst, sicher in einer blauen Scheide mit silbernen Verzierungen verstaut, hängt an ihrer Seite, immer griffbereit. Ihr Schild, das sie oft auf dem Rücken trägt, ist ein weiteres Symbol ihrer Treue zu Helm. Es schimmert in einem leichten silbrigen Glanz und trägt das prächtige Symbol des Gottes des Schutzes, eine leuchtende Mahnung an ihre heilige Mission. Jede Bewegung von Raya, sei es im Kampf oder im Frieden, zeugt von Disziplin und göttlichem Segen. Die Menschen, die sie sehen, fühlen sich gleichermaßen inspiriert und beruhigt, als ob allein ihre Anwesenheit ein Versprechen auf Schutz und Gerechtigkeit wäre. Raya ist nicht nur eine Kämpferin, sondern eine Verkörperung der Ideale, für die sie steht: Stärke, Opferbereitschaft und eine unerschütterliche Treue zu ihrem Glauben.
Teilnehmer: (1)Arikatzi020 - Raya Lightshield - Protector Aasimar - Paladin lvl 1 - none (4) Raimund O. - Massimiliano Russo - VHuman- Figher 1 - Warlock 3 - Zhentarim (4) Schlauch - Erin - V.Human - Fighter/Rogue 1/2 - Harpers (3) Amiyano - Sanric Sunny Summercloak - Ghostwise Halfling - Life Cleric Level 3 - none (1) Christian W. - Two Serpent Fangs (Two-Fangs) - Tabaxi - Rogue 1 - none Gem of Brightness Wondrous item, uncommon This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects: The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem. The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word. When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Shield of Missile Attraction Armor (shield, rare (requires attunement)) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 1x Potion of Healing 5x +1 Bolzen 1x Scroll Unseen Servant 1x Scroll Sleep 1x Scroll Mage Armor
Teilnehmer: Verchecktor - Nox Xelor - Custom Lineage - Artificer 4 Yaidz / Gustav / Half-Elf / Artificer 2 Arikatzi020 - Raya Lightshield - Protector Aasimar - Paladin lvl2 - none Baum-Kun - Sisyphos Arkeneamitore - Eladrin Elf - Wizard 1 - Emerald Enclave Christian W. - Two Serpent Fangs (Two-Fangs) - Tabaxi - Rogue 1/Fighter 1 Jannis D. - Fetzfaust - Lizardfolk - Monk 3 Loot: 1x Potion of Healing Wand of the War Mage +1 Wand, uncommon (requires Attunement by a spellcaster) While holding this wand, you gain a +1 bonus to spell Attack rolls. In addition, you ignore half cover when making a spell Attack. Rayas Longsword und Chain Mail wurden von Rostmonstern um -1 Dmg/Ac Reduziert 1x Potion of Healing verbraucht
+1 lvl Paladin Oath of the Crown lvl 4 Feat: Heavy Armor Master gekauft 1x Splint Armor -200gp 1x Longsword -15gp
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Wand of the War Mage +1 Von Raya Getauscht gegen: Talon (+1 Longsword) Von Arinya (Arikatzi020) https://www.adventurersleaguelog.com/users/36450/characters/86908
Teilnehmer: (4) thebaconing - Snipp - Harengon - Sorcerer 4 (3) C0ldW0lf - Henry - Harengon - Rogue 3 - none (3) Yaidz / Gustav / Halfelf / Artificer 3 (4) Folk2K - Lin - Halfling - Monk4 - none (1) Raimundo_O - Perry Rumbledice - Halfling-Bard - 1 - Harpers (4) Arikatzi020 - Raya Lightshield - Protektor Aasimar - Paladin Oath of the Crown lvl 4 - none Decanter of Endless Water Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. This item is found in Magic Item Table C in the Dungeon Master’s Guide. This version smells vaguely of thyme, though have a bitter aftertaste.
Teilnehmer: (4) Christian K. - Amartola - Half-elf - Artificer 4 - Zent (4) Arikatzi020 - Raya Lightshield - Protector Aasimar - Paladin of the Crown lvl4 - none (4) Christian W. - Two-Fangs - Tabaxi - Rogue 3 / Fighter 1 - none (4) Amiyano - Sanric Sunny Summercloak - Halfling Cleric Level 4 - none (4) Jannis D. - Miss Terry - High Elf - Artificer 4 (4) C0ldW0lf - Henry - Harengon - Rogue 3 / Barbarian 1 - none (4) Maluku Seito - Sophia -Human - Spore Druid 4 Loot: 1x Potion of Healing 1x Spell Scroll of Speak with Animals Lantern of Revealing Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Teilnehmer: (3) Cookie - Sissi - Custom Lineage - Rogue 1 / Bladesinger 2 (2) Frederic T. - Iskar - VHuman - Barbarian 2 (4) MalteS - Leif Farrowspirit - VHuman - Warlock 4 (4) Arikatzi020 - Raya Lightshield - Protector Asmiar - Paladin 4 (4) Maluku Seito - Sophia - Human - Spore Druid 4 Loot: Lantern of Revealing Wondrous Item, uncommon While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. 1x Potion of Greater Healing +1 lvl Paladin of the Crwon lvl 5 Chose Magic Item: Amulet of the Devout +1
+2 lvl Paladin of the Crown gekauft A pair of platinum rings worth at least 50 gp each -100gp
Teilnehmer: Nemo - Einherjar - Yuant-Ti Pureblood (ehem. Human Variant) - Paladin 6/Warlock 4 Maluku Seito - Sophia - auch Human-Ti Pureblood - Spore Druid 8 - EE WasabiPrime - Prof. Xun Hardshield - Tortle - Monk 2 / Wizard 7 - none Arikatzi020 - Raya Lightshield - Protector Aasimar - Paladin of the Crown lvl 7 - Order of the Gauntlet Yaidz - Chikara - V Human - Fighter 5 Monk 2 Loot: 1x Potion of Greater Healing 1x Potion of Diminution Half Plate Armor of Poison Resistance Armor (half plate), rare (requires attunement) You have Resistance to poison damage while you wear this armor. This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds. A description of this item can be found in the Dungeon Master's Guide. Story Award Mmm… Tastes Like Sanity. You are given one small, untreated braincap mushroom. When consumed or administered to someone else as an action, the mushroom acts as a greater restoration, but only as it pertains to reducing the recipient's madness level to 0. The braincap mushrooms are potent, however, and if you consume more than one per adventure, you immediately gain 1d4 levels of madness (no saving throw). Cross this story reward off of your adventure log when used. +1 lvl Paladin of the Crown lvl 8 API +2 Con
Teilnehmer: (7) Christian K. - Laucian - Shadar kai - Ranger 5 Druid 2 (8) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 8 - Order of the Gauntlet (10) Fr3edom - Grant Amerys - Human V - Fighter 10 (5) Cookie - Adreju Langschuh- Harringon- 3 Ranger 2 Rouge (10) WasabiPrime - Rafael Dust - Human - Fighter 6 / Ranger 4 - none Castete den Spell: Find Steed Gazre-Azam der Gini will aus einen Buch befreit werden gekauft: 1x Cold Weather Gear -10gp This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. Loot: 1x Potion of Healing 1x Potion of Greater Healing Boots of the Winterlands Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. Censer of Controlling Air Elementals Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. Iron Bands of Bilarro Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Teilnehmer: (7) thebaconing - Sprout - Fairy - Fighter (7) Dixer - Mhurren Khnurren - Half-Orc - Path of the Berserker Barbarian 7 - none (6) Manfred Hase - Kain & the Circle of maybe Eight - Kobold - Necromancer 6 (9) C0ldW0lf - Aurélie de la Montagne - Fairy - Rogue 8/Warlock 1 - Cloaks (9) Christian K. - Laucian - Shadar kai - Ranger 7 Druid 2 (9)Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 9 - Order of the Gauntlet Loot: 1x POTION OF HEALING (GREATER) Fabric of Time (Guardian Mantle of Spell Resistance) Wondrous item, rare (requires Attunement) You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*) Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross*) The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. *As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property. Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. MAGICAL GIFT (TRAINING - HISTORY) This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History. Story Award: JUST AS PLANNED You proved your worth to the archfey Fugit of Momentum and she saw no further need to steal time from those bound to the Prime Material Plane. Though not quite friendly, Fugit acknowledged the crucial role you played in guiding history back onto the right tracks. This is the way it was meant to be - right? +1 lvl Divine Soule Socerer
Teilnehmer: (10) Raimundo_O - Murmel - Topaz Dragonborn - Paladin 6/ Sorcerer 4 - Lord's Alliance (7) Nel - Lyra - Eladrin - Psi Warrior 5 / War Wizard 2 (7) Dixer - Rick Wearts - Human - Champion Fighter 7 - none (10) thebaconing - Sprout - Fairy - Fighter 10 (10) Arikatzi - Raja Lightshield - Aasimar - Paladin of the Crown 9, Divine Soul Sorcerer 1 - OotG (8) MalteS - Nerida - Fairy - Bard 6/Warlock 2 Objectives and Goals Miri und ihre Gefährten vertreten den Tempel von Selûne und möchten die Gruppe anheuern, um seltsame Vorfälle auf Valen Manor zu untersuchen. Die Kirche kann niemanden entbehren, um selbst Nachforschungen anzustellen, da sie mit den Vorbereitungen für die nächtlichen Rituale, so kurz vor dem Vollmond, beschäftigt ist. What Do They Know? Miri wird die folgenden zusätzlichen Informationen teilen: Cassius Valen und seine Familie sind vor einigen Jahren in die Stadt gezogen. Cassius fand Freunde vor Ort, die sich ihm bei der Erforschung religiöser Artefakte anschlossen. Sie nannten sich die Valen-Sociaty. Sie waren sehr philanthropisch und genossen in der Stadt gutes ansehen. Der Tempel ist besorgt, dass Cassius' Frau Alia Valen sich in dunkler Magie versucht haben könnte. Es gab Gerüchte, dass sie versucht haben könnte, die Magie von Shar zu kanalisieren. Alia und ihr Sohn Darius haben ein enges Verhältnis zueinander, und er wäre am ehesten in der Lage, diese Gerüchte aus der Welt zu schaffen. In den letzten Tagen hat niemand etwas von Cassius, Alia, Darius oder einem Mitglied der Valen-Sociaty gehört. Händler, die am Herrenhaus vorbeikamen, berichteten, dass sie geisterhafte Erscheinungen gesehen und heulende Geräusche gehört haben, die vom Wohnsitz der Familie ausgingen. Loot: 1x Potion of Heroism 1x Potion of Greater Healing Weapon of Warning (Longsword) Uncommon, requires attunement This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This item can be found on Magic Item Table F in the DMG. Lies ihre alte Rüstung einschmelzen (Rostiges Longsword, Rostige Chain Mail Schmied geschenkt)
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gekauft: Plate Armor -1500gp verkauft: Splint Armor +100gp (neupreis200gp)
Teilnehmer: (10) thebaconing - Sprout - Fairy - Fighter 10 (05) Norgai - Tad Cooper - Lizardfolk - Ascendant Dragon Monk 5 - Lords Alliance (10) Arikarzi020 - Raya Ligthshield - Aasimar - Paladin of the Crown lvl9, Divine SoulSocerer lvl 1 - OotG (10) Carsten G. - Madion Spireforge - Duergar - Artificer 10 - none (06) Maluku Seito - Incandia - Tiefling - Wildfire Druid 6 - EE (09) MalteS - Nerida - Fairy - Bard 7/Warlock 2 (06) Pet_Kola - Fengor - Halb-Orc - Barbarian (Path of Storm Herald) 6 - none Forschungsnotizen zur Valen-Karte Die Karte zeigt die wichtigsten Städte an der Nordküste von Moonsea, darunter: Phlan, Meluvant, Thentia und Hulburg. Ebenfalls auf der Karte ist die Stadt Glister, weit nördlich über Thar. Außerdem zeigt die Karte den Ort, an dem sich meiner Meinung nach eine uralte Orkstadt namens Grazzeth befand (der Volksmund sagt, dass der Name längst vergessen ist und dass die Überreste der Bewohner wieder auferstehen und gegen Thentia marschieren würden, wenn der Name jemals wieder ausgesprochen würde!), sowie die Ruinen der Seewelle. Einst eine Kolonie von Thentia vor vielen Jahren, die verlassen und von Orks überrannt wurde. Die Markierung etwas außerhalb von Hulburg ist sicher die Ruine der Abtei von Rosestone, einem Ort, der einst Amaunator heilig war. Das X direkt östlich des kleineren Sees ist der Knochenturm? Es gibt nur wenige Informationen über diesen Ort. Bei dem X in den Hügeln handelt es sich meiner Meinung nach um Fangjaw Hold, eine Festung für einen Ogerklan, der als Skullsmasher bekannt ist. Ihr Anführer soll unbarmherzig sein und durch einen magischen Hammer mächtig geworden sein. Das X im Norden und Westen heißt, glaube ich, Bloodskull Keep. Eine Festung des Orkstammes der Blutschädel. Anscheinend haben sie ihren Namen von dem Brauch, die Schädel ihrer besiegten Feinde zu färben und sie an der Wand ihrer Festung anzubringen! Die Mark, die am weitesten südlich und westlich liegt, ist wahrscheinlich die Ruine der Zitadelle Ankhalus, die anscheinend eine Festung einer Gruppe von Zauberern war. Der Bergfried wurde in einer Schlacht mit mächtiger Magie völlig zerstört. From the forgotten halls of the savage kings to the grinning face of red dead embrace Draw your sight from the halls of skulls macher night, to the keep layed low by arcane light The mark leads to the grey but search below down dark and deep Lost you are without her sight. Lost you are without her sight. True, this burden i leave to you What Do They Want? Sie ist besorgt über die Bedeutung des Artefakts, das in Cassius' Herrenhaus gefunden wurde. Die Berichte über den Pakt seiner Frau belasten Miri sehr, da Cassius einst ein enger Freund war. Sie möchte wissen, was das Artefakt bewirkt und ob die Anhänger von Shar in der Region aktiv sind. Wenn ja, möchte sie wissen, was sie planen. Miri macht sich auch Sorgen um das Schicksal von Cassius; sie glaubt, dass die Antworten auf diese Fragen durch die Karte offengelegt werden. diese alten Königreiche wurden zwar besiegt, aber Prophezeiungen beschreiben, dass die Nachkommen dieser Herrscher eines Tages den Ruhm von Thar zurückbringen werden. Diese Nachkommen werden als die Kar-Tharsu beschrieben. Loot: Deck of Illusions Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 Playing Card Illusion 1 King of hearts Knight and four guards 2 Ten of hearts Cloud Giant 3 Nine of hearts Ettin 4 Ace of diamonds Beholder 5 King of diamonds Archmage and mage Apprentice 6 Queen of diamonds Night Hag 7 Jack of diamonds Assassin 8 Ten of diamonds Fire giant 9 Eight of diamonds Gnoll 10 Jokers (2) You (the deck's owner) 11 Ace of spades Lich 12 King of spades Priest and two acolytes 13 Jack of spades Veteran 14 Ten of spades Frost Giant 15 Nine of spades Troll 16 Eight of spades Hobgoblin 17 Two of spades Goblin 18 Ace of clubs Iron Golem 19 King of clubs Bandit Captain and three bandits 20 Queen of clubs Erinyes 21 Nine of clubs Ogre 22 Eight of clubs Orc 23 Two of clubs Kobold -1 Downtime für Find Steed 1 Diamanten gekauft -300 gp****
Teilnehmer: (8) Nel - Lyra - Eladrin - Psy Warrior 6, War Mage Wizard 2 (10) Raimundo_O - Murmel - Dragonborn- Paladin 6 Sorcerer 4- Lord's Alliance (9) Dixer - Rick Wearts - Human - Champion Fighter 9 - non (10)Arikatzi020-Raya Ligthshield-aasimar- Paladin of the Crown lvl 9, Divine Soul socerer lvl 1- Ootg (8) DesertRanger - Neros - Half-Elf - Monster Slayer Ranger 5 / Rune Knight Fighter 3 - Lord's Alliance Story Reward: Defender of the Moon You aided the Temple of Selûne in Thentia by defeating agents of Shar that threatened the entire Moonsea. The priests of the temple remember your aide and honor your efforts. The temple will always be a safe shelter for you. Loot: 1x Potion of Growth Javelin of Lightning Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. 1x Potion of Heroism verbraucht +1 lvl Paladin of the Crown
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gekauft: 1x Exotic Saddle -60gp 1x Saddlebags - 4gp Studded Leather Barding Tack and harness 180 gp, 26 lb. AC 12 + Dex Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/86908?q=%7B%22s%22%3D%3E%22date_played+desc%22%7D Arinya
Umbau: Costomizing your Origin: Race: Aasimar------------------------------------->> bleibt Source: Ability +2, +1---------------------------->> Ability one +2, one +1 Chose: Str +2, Con + 1--------------------------->> Chose: Char +2, Con + 1 Ability Score Point ´Buy:------------------------>> Ability Score Point ´Buy: St 15, Dex 8, Con 14, Int 8, Wis 10, Cha 15--->> St 13 Dex 10, Con 15, Int 8, Wis 10, Cha 15 lvl 4 APL: Heavy Armor Master +1 Str-------->>Bleibt lvl 8 APL: +2 Con---------------------------------->>Feat: Fey Toucht +1 Cha, Spell - Bless + 3 lvl Crown Paladin -30 Downtime für Catching up lvl 12 APL: +2 Cha -1 Downtime für Find Greater Steed
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/92231 Rafiel
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Gekauft: 4x 25 gp worth of powdered silver Splint Barding Tack and harness 800 gp, 120 lb. AC 17 Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Teilnehmer: (14) thebaconing - Valmon Virhana - Human - Cleric 14 (12) Sebastian W. - Estfort Dunkelhammer - Dwarf - TotembearBarbar Lvl 12 (14) Arikatzi020- Raya Lightshield - Aasimar - Paladin of the Crown lvl 13, Divine Soule Socerer lvl1 - OotG (16) Trava - Eleanore Hicks - Haregon - Rogue 11, Ranger 5 (14) Frederic T. - Sibillia - Battle Master Fighter 11/ Hunter Ranger 3 - OotG Anmerkung des Autors Als wir diese Reise begannen, hatte nur das Orakel des Allsehenden Orbs, die große Valin Sarnaster, eine Ahnung, wohin sie führen würde. Es ist mir eine Ehre, als erster Spender und Empfänger ausgewählt worden zu sein. Indem ich Valin ein Stück von mir gebe und im Gegenzug ein Stück von ihr erhalte, kann ich dazu beitragen, dass sich das Schicksal der Welt so entfaltet, wie sie es vorausgesehen hat. Es ist mir eine Ehre, das Orakel in seinem Heiligtum zu beschützen und dafür zu sorgen, dass nur Spender und Empfänger es besuchen können. Ich brauche den Ritus der Rückeroberung nicht, denn ich glaube an die Vision und die Vollkommenheit von Valin Sarnaster. Um der Klarheit willen gebe ich hier die Prozeduren wieder, die an den Spendern und Empfängern durchgeführt wurden, deren Schicksal und Organe nun an das Orakel gebunden sind. Möge sie der Allsehenden noch Jahrhunderte lang dienen. Xemru Thaal, Hohepriester von Savras Haus des Allsehenden Orbs, Tashluta You gain the Flaw “I obsess about the past, and I’m constantly trying to go back to undo my mistakes.” Loot: 1x Potion of Superior Healing Crystal Ball of True Seeing (T4 Lockt) Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Valin's Diadem (Hat of Disguise) Wondrous item, uncommon (requires attunement) The hat looks like a Diadem that puts an Tattoo of an eye on your forehead. It glows with a pulsing white light. While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Eyes of Minute Seeing Wondrous item, uncommon 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. Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Ioun Stone of Awareness Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Spells Stort: 1x bless 1x revivify Potion of Greater Healing verbraucht +1 lvl Paladin
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gekauft: 2x Spellscroll of Revivify -800gp
Teilnehmer: (12) Folk2K - Kass - V.Human - Rouge2,Warlock5,Ranger5 -Harpers (16) KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / fighter 2 - Lord's Alliance (11) Yaidz - Franky - Aarakocra - Barbarian 11 (15) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 14, Divine Soul Socerer lvl 1 - OotG (15) thebaconing - Valmon Virhana - Human - Cleric 15 Randel Malark Ambledragon “Sometimes overthinking can be painful. Luckily you have pass the final test.” Loot: 1x Potion of Mind Reading 1x Emblem from Ambledragon The emblems are made of precious metals and gems in the shape of Ambledragon’s crest. It signifies that you have proven your worth to Ambledragon. As such, you gain advantage on all Charisma Persuasion and Intimidation checks while in the Estirwald region. Bag of Devouring Wondrous Item, very rare This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice. The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past…. This item can be found in the Dungeon Master’s Guide.
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/92231/tradelogentries/966352 Rafiel
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Verkauft: Plate Armor +750 gp (Neupreis1.500 gp) Kauft: 2x Diamond dust worth at least 100 gp 2x Diamond worth at least 300 gp 2x Diamond worth at least 500 gp 2x Rare oils and unguents worth at least 1,000 gp
Teilnehmer: (14) Christian K. - Immeral - Elf - Rogue 14 - none (16) Ineverexist - Kripnak - Artificer Battle Smith 16 - Big Click (Steel Defender) - Faction: none (14) Folk2K - Lin -Halbling - Mercy Monk 14 - none (16) Arikatzi020 - Raya Lightshield - Paladin of the Crown lvl 15, Divine Soulsocerer lvl 1 - OotG Ihr Befinden sich in Port Nyanzaru in Chult. Versteckt in einer kleinen dunklen Seitenstraße findet ihr einen Map-Shop gefüllt mit staubigen Pergamenten, Schriftrollen, gläsern mit Grung Zehen und anderen Kuriositäten. Der Alte Archaeologe und Besitzer des Geschäfts ist Carter Tuttletomb, ein Gnom und ehemaliger Abenteuerer der seinen Lebensabend damit verbringt, Karten über all die Orte zu Zeichnen, die er nie besuchen konnte. So stoßt ihr auf den vermeintlichen Standort von alten Ruinen in der nähe von Ishau, einer alten Siedlung an der Ostküste Chults. Von hier aus sollte es nur wenige Tage dauern, den Jungle zu durchqueeren, die Ruinen zu finden und mit unglaublichen Schätzen und Reichtümern zurückzukehren. 4x Potion of Greater Healing verbraucht Adamantine Armor (Splint) Armor (Splint), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Flame Tongue (Shortsword) Weapon (Shortsword), 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. Feature: This sword, forged from a shard of glistening obsidian, appears solid and unbending, like the ground itself. The blade shifts slowly when set ablaze, as though its surface were gently flowing lava. Cloak of Arachnida Wondrous Item, very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn. Scimitar +3 Weapon, very rare You have a +3 bonus to attack and damage rolls made with this weapon. The wooden hilt is covered with a pattern resembling a snake's scales. Two staring eyes are carved on the pommel, and the pupils are set with emeralds. The emeralds flash with a green spark of light whenever this weapon strikes a foe. Story award: Tainted Blood The Character´s blood is tainted, and they will always carry with them the scars of their adventure. If they like, at any future point, they can seek out the yuan-ti to exploit this connection and transform into a yuan-ti pureblood, keeping their ability scores but losing their current racial features and gaining: Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can´t discern color in darkness, only shades of grey. Innate Spellcasting: You know the poison spraw cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it you can´t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Poison Immunity. You are immune to posion damage and the poisoned condition. Raya Bleibt Aasimar hat nur durchc das Erlebniss an verschidenen stellen silberne Schuppen.
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Gekauft: 5x Potion of Superior Healing
Teilnehmer: (15)thebaconing - Bumble - Fairy - Sorcerer 15 (16) C0ldW0lf - Oleander - Fairy - Wizard (Bladesinger) 16 (16) Arikatzi020 - Raya Lightshield - Aasimar - Crown Paladin 15 lvl, Divine Soulsocerer 1 lvl (15) Frederic T. - Sibillia - Battle Master Fighter 12/ Hunter Ranger 3 - OotG Die westliche Statue: zeigt eine Elfe in einem voluminösen Gewand, die ihr Gesicht in die Hände stützt und weint. Die Mittlere Statue: trägt ein ärmelloses Gewand mit einem Saum der Fischflossen gleicht. Dabei sind ihre Beine zu sehen. Ihre Arme sind in auflehnender Haltung, die Hände zu Fäusten geballt und ihr Mund und das Gesicht mit einem Schmerzerfüllten Schrei gezeichnet. Die Statue im Osten: zeigt eine Elfe in einer silbernen Plattenrüstung, in deren Brust ein großer Saphir in Form einer Mondsichel eingelassen ist. Ihr Helm fehlt und zeigt ihren resignierten und starren Gesichtsausdruck. 2x Potion of Superior Healing verbraucht Loot: 1x Spell Scroll of Ray of Enfeeblement 1x Spell Scroll of Lesser Restoration 1x Oil of Sharpness Lor'shon Va'na'eel (Rod of Absorption) Wondrous Item, very rare (requires attunement by a wizard) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. Anpassung: Wechselt von Heavy Armor Master +1 Str zu Schildmaster (lvl 5 Feat swop)
Teilnehmer: (16) Trava - Ealeanore Hicks - Haregon - Ranger 5 Rogue 11 Charlie - Balthasar - Dwarf (Mountain) - Warlock (Genie) 16 KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / Fighter 2 - Lords Alliance (16) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 15, Divine Soule Socerer lvl1- OotG (14) - Frederic T. - Faruc - Half-Orc - Paladin 14 (16) C0ldW0lf - Oleander Dazzleflame - Fairy - Bladesinger 16 verbraucht 1x Potion of Superior Healing Loot: 4666,67gp Quor'hin's Hat (Hat of Wizardry) Wondrous item, common (requires attunement by a wizard) This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. This item is found in Xanathar’s Guide to Everything. This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one.. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. Golden Apple (Astromancy Archive) Wondrous item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. This item is found in the Dungeon Masters Guide. Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. Smokepowder Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist. Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable. Gibt einen 4 lvl Spellslot für Find Greater Steed aus
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Tradet with Neve https://www.adventurersleaguelog.com/users/36450/characters/87768/tradelogentries/1087106
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gekauft: 1x Spell Scroll of Find Greater Steed -500gp 2x Spell Scroll of Death Ward - 1000gp 1x Spell Scroll of Fire Shield -500gp 3x Potion of Greater Healing - 300gp
Teilnehmer: (14) happy - Ryld - Variant Human - Monk (Astral Self) 14 - none (16) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 15, Divine Soule Socerer lvl1 - OotG (16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai- Barbarian 2 Rogue 14 - Harpers (14) Nemo - Blake Everwing - Tiefling - Paladi 6/Sorcerer 8 (15) WasabiPrime - Sleet - Snow Elf (flavored Sea Elf) - Battlemaster Fighter 5 / Genie Warlock 4 / Divine Soul Sorcerer 5 Info: A: The three wizards’ names translate as Abzin, Kaalin, and Sharisa. The inscription reads: “Here the Consortium of Three creates the Sapphire Sentinel.” B: The name translates as Prince Hamukai of Azumar. The inscription reads: “Here the Sapphire Sentinel is bound to the wizard prince Hamukai of Azumar.” C: The inscription reads: “Here, by Hamukai’s command, the Sapphire Sentinel unlocks the Vault of Stars to hide and protect the Nether Scroll.” D: The dragon’s name translates as Zikzokrishka. The inscription reads: “Here the Sapphire Sentinel is destroyed in the terrible battle against the dragon Zikzokrishka, who curses Hamukai.” E: The labels translate as Prince Hamukai of Azumar and the three wizards Abzin, Kaalin, and Sharisa. The inscription reads: “Here Hamukai enters the eternal sleep to avert the dragon’s curse and is sealed in slumber with the Nether Scroll.” F: The inscription reads: “Here the dragon returns to destroy the city of Azumar and open the tomb of Prince Hamukai as the survivors flee to Haruun.” The crude map shows the location of the city of Azumar relative to Haruun. Following the map correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically. Loot: 3367,8 1x Spell Scroll of Wish Ring of Acid Resistance Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. Animated Shield Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Charm of the Mirage. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Wand of Polymorph Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Longbow +2 Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Staff of Withering Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Zikzokrishka hid her phylactery deep within the Scimitar Spires, a mountain range to the east of the necropolis of Azumar. If the characters defeat her, Zikzokrishka uses her phylactery to rematerialize, having long ago prepared a dragon’s corpse to house her spirit upon its return to the phylactery. She relentlessly seeks them out, using all her evil ingenuity to recover the Nether Scroll of Azumar. Zikzokrishka harbors a personal vendetta against the characters, who remain targets of her wrath even if they don’t have the Nether Scroll. Verwendet einen Spellslot um Find Greater Steed zu casten Verbrauchte eine Potion of Superior Healing
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Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity Ring, very rare (requires attunement) This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn.
30 Downtime
Raya Lightshield Size: 179 (medium) Weigth: 60kg Eyes: Grau/Blau Hair:Weiss Skin: etwas Blass/Silberlich Costomizing your Origin: Race: Aasimar Language Proficiencies: Common, Celestial, Elvish (PHB) Celestial Resistance, Darkvision, Healing Hands, Light Bearer, Celestial Revelation, Ability Score Point ´Buy: St 15, Dex 8, Con 14, Int 8, Wis 10, Cha 15 Class: Paladin (Oath of the Crown) Weapon: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Heavy Armor, Shields Lay On Hands, Paladin Spellcasting, Weapon Mastery Skill Proficiencies: Persuasion, Intimitation lvl 2 bis 16: 2: Fighting Style, Paladin's Smite 3: Channel Divinity, Divine Sense Subclass chose: Oath of the Crown Oath of the Crown Spells Paladin Level Spells 3rd command, compelled duel 5th warding bond, zone of truth 9th aura of vitality, spirit guardians 13th banishment, guardian of faith 17th circle of power, geas Channel Divinity: Champion Challenge, Channel Divinity: Turn the Tide, Tenets of the Crown 4: Level 4 Feat: Selected: Fey-Touched +1 Char 5: Extra Attack, Faithful Steed 6: Aura of Protection 7: Divine Allegiance, 8: Level 8 Feat: Selected: Shield Master + 1 Str 9: Abjure Foes 10: Aura of Courage 11: Radiant Strikes 12: Level 12 Feat: Selected: Ability Score Improvement +2 Char 13: -(nix außer spells ^^ ) 14: Restoring Touch 15: Unyielding Spirit 16: Level 16 Feat: Selected: Resilient +1 Con Background: Shieldmaid of Light (City Watch Investigator) Skill Proficiencies: Athletics, Perception Tool Proficiencies: Disguise Kit Source: Ability +2, one +1 Chose: Str +2, Cha +1 Feat: Tough Paladin Starting Equipment: Chain Mail (1), Shield (1), Priest's Pack (1), Longsword (1) Default Equipment Default Pouch 9gp MAGICAL GIFT (TRAINING - HISTORY) Wurde eingelöst aus WBW-DC-MOM-01 One Moment This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History.
Teilnehmer: (16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance (10) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers (16) Trava - Eleanore Hicks - Haregon - Druid 11, Ranger 5 (16) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 16 - OotG (16) Eisenbrei - Amara The Tiger - Woodelf - Monk Astral Self 14, Warlock 2 Info: An evil archfey is bound within the tome known as The Scrivener’s Tale. When the characters run afoul of the book’s magic, they must find a way to defeat the archfey before they succumb to her power. Candlekeep received The Scrivener’s Tale ten years ago from Machil Rillyn, a noble and a former adventurer from the city of Baldur’s Gate. The terms of Machil’s gift stipulated that the book was to be locked away and never read. Alas, his stipulation fell on deaf ears. When the book falls by accident into the characters’ hands, each of them is afflicted by a supernatural malediction known as the scrivener’s mark. The characters must travel to Baldur’s Gate to learn the origin of this potentially deadly mark, then retrace Machil Rillyn’s steps to a ruined library called the Haven of the Red Quill. All the while, the archfey bound to the book assails their minds, begging to be freed from her dark prison. Prinzessin des Schattenglases, Nintra Siotta Yvandre Rillyn, Delimbiyran CANDESCA A vellum map labeled “Delimbiyran and Environs” shows a few locations in the aboveground ruins of the city. A note written on the map in Elvish identifies one site as “Haven of the Red Quill.” The handwriting matches that seen in The Scrivener’s Tale. A folio torn from an unknown tome details the history of Delimbiyran and Phalorm. Also called the Realm of Three Crowns, Phalorm was one of the many kingdoms of old in the North. When the Realm of Three Crowns fell, the kingdom of Delimbiyran rose after it. Tucked into the folio is a sheaf of notes written by Machil. The notes talk of the adventurer seeking “the shadow glass,” which he expected to be a great treasure. Within a stack of old bills marked “Past Due,” the characters find an unsigned and apparently unsent letter from Machil, which reads: “To my family. Forgive me the vanity that took me from you, and must soon claim my life or soul. You know how ambition corrupted my love for you. I pray that someone avenges the evils done by Nintra Siotta, Princess of the Shadow Glass, Lady of Dread Omens, Seeker of the Three Crowns. But spend not your own lives against it. The scrivener bound her in his haven, and only there can I be free of her. But it is too late for me.” (Machil wrote the letter when he knew he was being pursued by agents of the Gloaming Court but was killed before he could send it.) A piece of parchment is shot through with dry rot and crumbles when handled. What remains of the parchment afterward displays writing in Machil’s hand, which reads: “… stairs among the surface ruins of Delimbiyran and descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” https://files.d20.io/marketplace/1689218/5ngVWaZWQySH69mXfbvXXA/med.png?1612577651&1615914567 verbraucht: 2x Spell Scroll of Death Ward Loot: 10130gp 1x spell scroll of conjure fey 1x Potion of Fire Giant Strength Ioun Stone of Awareness Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Rob of Eyes Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. Story Award: Favor of the Gloaming Court Ending the threat of the Princess of the Shadow Glass brings the characters to the attention of the Queen of Air and Darkness—whether they want that attention or not. Though the queen does not deign to consider herself in the debt of mortals, she might bestow favors on them if asked, or she could become a powerful but unpredictable ally or patron. Story Aword: A Little Light Reading The wealth of knowledge in the great library of the Haven of the Red Quill represents an amazing find for the scholars of Candlekeep. If the characters offer up some or all of the collection for donation, they earn the favor of the First Reader and all the Avowed, and might develop close, permanent ties to the library-fortress. Story Award: Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.
(6/6) Uncommon+: Amulet of the Devout + 2 Belt of Hill Giant Strength Fabric of Time (Guardian Mantle of Spell Resistance) Dwarven Plate Sentinel Shield Talon ... (1/5) Common: Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) ... (10/10) Consumables: 1x Spell Scroll of Lesser Restoration 2x Potion of Greater Healing 2x Spellscroll of Revivify 2x Potion of Superior Healing 2x Spell Scroll of Death Ward 1x Spell Scroll of Fire Shield ... CARRIED BLESSINGS, BOONS, & CHARMS Charm of the Mirage ... Total Magic Items: Commen: Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Quor'hin's Hat (Hat of Wizardry), .. Uncommen:Talon (+1 Longsword), Lantern of Revealing, Amulet of the Devout +1, Half Plate Armor of Poison Resistance, Boots of the Winterlands, Weapon of Warning (Longsword), Deck of Illusions, Javelin of Lightning, Sentinel Shield, Valin's Diadem (Hat of Disguise), Eyes of Minute Seeing, Mithral Plate Armor, Adamantine Armor (Splint), ... Rare: Shield of Missile Attraction, Fabric of Time (Guardian Mantle of Spell Resistance), Belt of Hill Giant Strength, Sun Blade, Staff of Fate, Ioun Stone of Awareness, Flame Tongue (Scimitar), Ring of Spell Storing, Scimitar +3, Amulet of the Devout, +2, Ring of Acid Resistance, Animated Shield, Dwarven Plate, Horn of Blasting, Longbow +2, Staff of Withering, Ioun Stone of Awareness, Robe of Eyes ... Very Rare: Cloak of Arachnida, Watchful Helm, Bag of Devouring, Ring of Amity, Lor'shon Va'na'eel (Rod of Absorption), Golden Apple (Astromancy Archive), Wand of Polymorph, ... Legendary: Crystal Ball of True Seeing (T4 Lockt), ... Total Consumables: 1x Gem of Brightness 1x Smokepowder 1x Spell Scroll of Wish 1x Spell Scroll of Find Greater Steed 2x Spell Scroll of Death Ward 1x Spell Scroll of Fire Shield 7x Potion of Greater Healing 1x Spell Scroll of Ray of Enfeeblement 1x Spell Scroll of Lesser Restoration 1x Oil of Sharpness 4x Potion of Superior Healing 1x Potion of Mind Reading 1x Potion of Growth 2x Potion of Healing 1x Potion of Diminution 1x Spell Scroll of Speak with Animals 1x Potion of Fire Breath 1x spell scroll of conjure fey 1x Potion of Fire Giant Strength .... Spell Comp: 3x Diamanten: 300 GP 2x Diamond: 500 gp 3x Diamanten Staub: 100 GP 2x Rare oils and unguents:1,000 gp 4x Powdered Silver: 25gp