Sylriel Sunriver

Season:
Forgotten Realms S 11
Race:
Aasimar
Class:
Hunter Ranger lvl 5, War Cleric lvl 5
Background:
Golden Guide (Outlander)
Lifestyle:
Modest
Current Level:
10
Total GP:
2736.79
Total Downtime:
25
Tag:
Faction:
Emerald Enclave
Faction Rank:
Summerstrider (rank 2)
Magic Item Count:
16
Magic Item Limit:
3
Staff of Birdcalls,
Amulet of the Devout +1,
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross),
Fabric of Time (Guardian Mantle of Spell Resistance),
Longbow +1,
Once was Solace (Talking Doll),
Tongcat Nenek Kebayan (Staff of Healing) ,
Bracers of Archery,
Gwa’thern Faln,
The Mind Fortress (ring of mind shielding),
Dragon Wing Longbow,
Harmony (Longbow of Warning),
Staff of Flowers,
Cloak of Many Fashions.,
Raven Queen´s Neckles of Prayerbeads (6 Beads),
"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)),
Sarion´s Spare Helmet (Dreath Helm)

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
Item Tracker Show

List Of Magic Items For Adventures


(3/3) Uncommon+:
Fabric of Time (Guardian Mantle of Spell Resistance)
Amulet of the Devout +1
Dragon Wing Bow


(3/5) Common:
Staff of Birdcalls
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
Staff of Flowers


(10/10) Consumables:
2x Potion of Greater Healing
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration
1x Spellscroll of Haste
1x Spellscroll of Dispel Magic
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope


CARRIED BLESSINGS, BOONS, & CHARMS:

-


Total Magic Items:

Commen:
Staff of Birdcalls, Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Once was Solace (Talking Doll), Staff of Flowers, Cloak of Many Fashions, Sarion´s Spare Helmet (Dreath Helm)

Uncommen:
Longbow +1, Bracers of Archery, Amulet of the Devout +1, The Mind Fortress (ring of mind shielding), Harmony (Longbow of Warning), Rod of the Pactkeeper +1. "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))

Rare:
Fabric of Time (Guardian Mantle of Spell Resistance), Tongcat Nenek Kebayan (Staff of Healing), Traveler's Hearth (Stone of Controlling Earth Elementals), Death's Head (Mace of Disruption), Tentacle Rod, Gwa’thern Faln, Ring of Fire Resistance, Stout (+2 Longsword), Raven Queen´s Neckles of Prayerbeads (6 Beads)

Very Rare:
...

Leagendary:
...


Total Consumables:

4x Potion of Greater Healing
1x Potion of Water Breathing
1x Potion of Healing
2x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration 600 gp
1x Spell Scroll of Identify
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Spell Comp:
3x Diamonds worth 300 gp
7x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver
5x Holy Water


2025-01-06 20:00 FR-DC-CTT Creepy Tavern Tales 1 100 10 Raven Queen´s Neckles of Prayerbeads (6 Beads), "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)), Sarion´s Spare Helmet (Dreath Helm) Show

Teilnehmer:
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(6) PeteZero - Hal - Ghostwise Halfling - Druid (Circle of the Moon) 6 - Emerald Enclave
(9) Eike - Chiv - Eladrin - Archfey Warlock 9 - Golden Vault
(9) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 9
(8) Raimundo_O - Captain Bugbeard - Bugbear - Fighter 2 Fiend Warlock 6 - none


Info:
Wir kehrten in ein Gast haus ein das die Letzte Rast genannt wird. Wir stellten schnell fest das das Gasthaus ein kleines Ratten problem hat. Sylriel stellte fest das diese Ratten Inteligenter sind (Awakend). In der nacht schiftete das Gasthaus das auf einer Shadowlain gebaut wurde (Neben einen Friedhof in der nähe eines alten Schlachtfelds) ins Shadowfell.


verbraucht:
Spell Scroll of Beacon of Hope


Loot: 100gp
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Undeath Poisen (Restorative Ointment (5 Charges)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease.


Tear of Selune (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. Weight: 1

This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you.


Story Award: Ageinst the Natural Order
You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today.


Story Aword: Eternel Love
You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door or window, with a wedding invitation.


Story Award: The Art of Transmutation
Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again.
(This story award has no mechanical advantage.)


Story Award: Last Rest
Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate.
(This Story Award has no mechanical advantage and is only for flavor)


Stora Award: An unending Story
The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures.

Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship.

(Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures)


Sarion´s Spare Helmet (Dreath Helm)
Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?


"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))
Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again.


Raven Queen´s Neckles of Prayerbeads (6 Beads)
Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

1 Bead of Windwalking
2 Bead of Favor
2 Bless
1 Bead of Summons

Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it

While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.


2025-01-06 16:55 Reworkt Starting Log and Rest Changes for 2024 Rules -103 -100 Show

Sylriel Sunriver


Size: 175 (medium)
Weigth: 35kg
Eyes: Gold/Orang leuchtend
Hair: Blond
Skin: leicht gebräunt, goldig scheinend


Costomizing your Origin:
Species: Aasimar
Language Proficiencies: Common, Celestial, Elvish
Celestial Resistance, Darkvision, Healing Hands, Light Bearer
Ability Score Point ´Buy:
St 10, Dex 15 (+1+1+1), Con 14, Int 10, Wis 14 (+2), Cha 8


Class: Ranger
Skill Proficiencies: Perception, Stealth, Acrobatics
Proficiencies Saving Throw: Strength, Dexterity
Proficiencies Weapon: Simple Weapons, Martial Weapons
Proficiencies Armor: Light Armor, Medium Armor, Shields
Ranger Spellcasting, Favored Enemy, Weapon Mastery (2)
lvl 2 bis 10:
2: Deft Explorer:
Language Proficiencies: Sylvan, Draconic
Skill Expertis: Perception
Fighting Style -Selected: Archery
3: Chosen Subclass - Hunter
Hunter's Lore, Hunter's Prey
4: Level 4 Feat: Selected: Piercer +1 Dex
5: Extra Attack
6 (1): Class: Cleric
Proficiency Armor: Light Armor, Medium Armor, Shields
Cleric Spellcasting, Divine Order - Thaumaturge
7 (2): Channel Divinity - Divine Spark, Turn Undead
8 (3): Chosen Subclass - War Domain
Guided Strike, War Domain Spells, War Priest
9 (4): Level 4 Feat: Selected: Sharpshooter +1 Dex
10 (5): Sear Undead


Golden Guide (Outlander)
Skill Proficiencies: Survival, Athletics
Proficiencies Tools: Woodcarver's Tools
(Prof. Swop: Instument to Woodcarver's Tools)
Source: Ability +2, one +1
Chose: Dex +1, Wis +2
Feat: Skilled
Sleight of Hand, Animal Handling, Medecine


Ranger Equipment
Longbow (1), Studded Leather Armor (1), Arrows (20), Quiver (1), Explorer's Pack (1), Shortsword (1), Scimitar (1)
Default Equipment
Staff (1), Hunting Trap (1), Traveler's Clothes (1), Pouch 7gp


MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst

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.


2024-04-03 18:35 CCC-HERO-BK-02-02 Flight of the Wyvern 1 800 10 Cloak of Many Fashions., Rod of the Pactkeeper +1 Show

Teilnehmer:
(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Knowledge Domain Cleric 1, Circle of the Land Druid 9 - Emerald Enclave


Info:
Elastara Rimdal hat Visionen über ein nahendes Übel. Drachen Kreisen über dem Haus der Justice der demnächst den Fall des Black Wyvern Richtet. Es ist nur eine Formalität er wird sicher hingerichtet aber die Bevölkerung kann zusehen.


Loot: 800gp


Story Awards: Vengful Hand of Justice
If Orglast dies during the encounters, the characters will earn the following story award:

Vengeful Hand of Justice. You killed the Black Wyvern during your fight to prevent his escape. No charges were brought against you, but a rough reputation may follow you around from these actions.


Cloak of Many Fashions.
Common, Wondrous (XGE)

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.


Rod of the Pactkeeper +1.
Rod, uncommon (requires attunement by a warlock)

This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.


2024-03-16 18:11 CCC-UNITE-007 The Second Exodus of Syln Nahail 1 836.6 10 Harmony (Longbow of Warning), Staff of Flowers Show

Teilnehmer:
(8) Maluku Seito - Sunny - Human - Phantom Rogue 8 - Harpers
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Flammenklinge- Ros´e -Fairy-Hexenmeister-Archfey - (2) - Schadow - Zauberer- (8)
(10) Shinigami/Max - Aronin Hagan - Shadarkai - Bladesinger 10 - none
(10)Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 10


Info:
FÄHIGE ABENTEURER GESUCHT!
Zeigt aus welchem Holz Ihr geschnitzt seit!
Die Stadt Syln Nahail ist allein, unterlegen und umzingelt!
Die Fomorianische Armee rückt von Sekunde zu Sekunde näher!
Das Ende der Stadt ist erneut gekommen, doch für das Licht und das Leben besteht noch Hoffnung!
Nur Kampfgeist, Diplomatisches Geschick und Tapferkeit können uns jetzt retten.
Oder vielleicht ein Abenteurer wie Ihr?
Hoffnungsvolle Grüße Mirafel Omadan


Das Rätzel umd das Tor
The tree framed door reappearing, found within the single clearing.
The key a leaf filled with what comes unnoticed in the night, and greets the day with show of light.
The path extends out from your feet, straight to where it and door meet.
Move swift and sure, both parts are done, by zenith reaching of the sun.


Loot: 836,6 gp


Harmony (Longbow of Warning)
Weapon (longbow), uncommon (requires attunement)

This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.

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.

Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.


Staff of Flowers
staff, common

The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.


10 Arrows verschossen

2023-08-17 18:59 CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light 1 205 10 The Mind Fortress (ring of mind shielding) Show

Teilnehmer:
(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10


Infos:
Priesterin der Jomdala, Ursallia Goldenflax
Mellany Goldenflax, älteste Tochter Goldenflax
Ich träumte, dass ich durch die Wälder nach Norden ging, dem Hirschpfad folgend, der durch Katzenschwänze und Kätzchenweiden markiert ist.
Dem Nordstrom folgend bis zur Lichtung fand ich einen Kreis mit einer Tür aus Amethyst. Die Tür führte zu einem magischen Ort, mit Böden aus schwarzem Marmor und mit einer Milliarde Sternen über meinem Kopf.
An diesem Ort war ein schwebender Fels von solcher Dunkelheit, er verdunkelte alles um sich herum.
Eine weibliche Stimme sprach in der Sprache der Halblinge zu mir:
Finde das Auge der Finsternis. Es ist der Kern des reinen Bösen und zieht die Untoten an, wie eine offene Flamme die Motten. Es muss sich irgendwo in der Nähe befinden. Wenn ihr euch seiner Mächtig macht, könnt ihr die Untoten aus eurem Dorf treiben.
So sagte es meine Göttin, die mir in ihrer Gnade ihren Rat schenkte um die Übel von dieser Welt zu vertreiben.


Ereignisse:
Nachdem sie einen Wald voller untoter Patrouillen mehr oder weniger unbemerkt durchquert hatten, stieß die Gruppe auf ein Amethystportal, das M'Tembezi als permanentes Arcan-Gate identifizierte. Nach einiger Beratung wagten sie den Schritt hindurch und fanden sich in einer Mindscape wieder, einem Teil der Magie des Magiers, der diese Domain erschaffen hatte. Dort wurden sie von einem Teil des Magiers, genannt "Chose", begrüßt, der erklärte, dass sie sich als würdig erweisen müssten, um ihre gesuchten Ziele zu erreichen.

Durch das Portal des Lichts traten sie in eine Kathedrale des Torm ein, wo sie vom anderen Teil des Magiers, genannt "Conscience", erwartet und geprüft wurden. Die letzte Prüfung bestand in einem lebensbedrohlichen Kampf mit einem Balor, der die junge Gruppe herausforderte. Tapfer stellten sie sich ihm entgegen und kämpften darum, anerkannt zu werden.

Als sie das Portal des Lichts wieder verließen, erhielten sie einen Schlüssel aus Licht. Beim Betreten des Azurtors wurden sie getrennt und fanden sich schwebend im Nebel wieder. Sylriel wurde von "Chose" begrüßt und in einem Lazarett platziert, wo ein kranker Abenteurer lag. Obwohl sie zunächst keine Krankheit feststellen konnte, entschied sie sich, eine Zauberrolle zu verwenden, um zu helfen. Chose stellte sie vor die Frage, ob sie bereit sei, das zu riskieren, was sie brauchte, um etwas zu versuchen, von dem sie nicht sicher war, ob es funktionieren würde. Sylriel antwortete, dass sie lieber etwas versuchen würde, als es zu bereuen, es nicht getan zu haben. Mit einem Lächeln und einem Nicken verschwand das Lazarett, und sie befand sich wieder im Nebel.

Sie folgte einem Weg und traf gleichzeitig mit den anderen auf einen azurblauen Lichtstrahl, in dem ein blauer Schlüssel schwebte. Gemeinsam gingen sie weiter, bis ein Lichtblitz sie zurück zum Tor brachte. Sie hatten nun die beiden Schlüssel.

M'Tembezi und Sylriel stellten sich auf beide Seiten des Tores und drehten die Schlüssel gemeinsam um. Das Tor öffnete sich und enthüllte eine Landschaft mit einem Turm. Eine Brücke aus Glas führte sie zur Spitze, wo das Auge der Dunkelheit schwebte. Auf beiden Seiten standen "Chose" und "Conscience" und erklärten, dass das Auge nur von einem getragen werden könne, der das meiste Licht im Herzen trage. Die Gefährten sahen sich an, und Sylriel trat vor, unterstützt von M'Tembezi und dem zögernden Einverständnis der anderen. "Ich werde die Dunkelheit ersticken", verkündete sie, und das Artefakt schwebte auf sie zu. "So sei es, mit dem Segen von Torm, Herz des Lichts", sagten Chose und Conscience im Einklang, als sie das Artefakt annahm. Ihr inneres Licht begann zu strahlen und unterdrückte die Dunkelheit des Auges. Ihre Brust, wo normalerweise das Herz wäre, strahlte nun sanft.

Als sie die Mindscape verließen, wurden sie von einer Horde Untoter angegriffen, angeführt von einer Medusa auf einem Skelettpferd. Nach einem harten Kampf, bei dem Sylriel kurzzeitig ohnmächtig wurde und von ihren Gefährten wiedererweckt wurde, gelang es ihnen, die Untoten zu vertreiben und die Medusa zu besiegen.

Zurück in Ursallia Goldenflax' Dorf übergaben sie das Auge den Wachen, die es zum Schutz des Dorfes einsetzten. Die Gruppe erholte sich von ihrem Abenteuer, das vorerst abgeschlossen war, während die umliegenden Bewohner gemeinsam daran arbeiteten, das Auge bestmöglich zu schützen.


Story Award: Heart of Light
One character – yours – was trusted by one of the spirits of Ravinan. This blessing manifests as a glowing light radiating from the character’s chest where their heart would be, while in the presence of the Eye of Darkness. This story award may have an impact in future Border Kingdoms adventures.


Loot: 180 gp
1x Potion of Climbing
1x Potion of Greater Healing


The Mind Fortress (ring of mind shielding)
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. 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.This item can be found in the Dungeon Master’s Guide.


verkauft:
1x Longbow +25gp (Neu: 50gp)


8x Arrows verschosssen

2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar 1 1083 10 Stout (+2 Longsword) Show

Teilnehmer:
(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none


Emerald Enclave
Unnatural things are stirring in the Qurth Forest. This ancient wood is one of the most pure and untouched places in the Realms. Discovery and elimination of the source of this taint is a must.
.
After being charged with recovering a relic of the ‘Bloodsword Baron’ by a distant relative
of the long dead Baron named Celban Hilathan, you have journeyed into the depths of the Qurth Forest.
You are told that some terrible evil has taken up residence underneath the ruins of a long abandoned keep and
is now actively collecting artifacts of the world of the living for some unknown purpose. Do you have
what it takes to survive the challenges of both the forest and the ruins and return with the prize?


Infos:
Pettl, Eladrin im Wald mit denen ein Abkommen besteht den Wald nicht unnötig zu stören.
Ruinen von Halkey liegen auf den Weg.
Starth Keep dort soll ein Helm sein.
Kurth Avallar ist der Name der geflüstert wird von der Natur des Waldes.
Mission Success: Death Kight in einer Weitentfernten Burg, und steckt hinter den Black Wyvern
Die Krypter ist Myrkul, Lord of Bones geweiht


Loot: 1083gp
1x Potion of Healing
1x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image


Stout (+2 Longsword)
Weapon (longsword), rare, Table G

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.

This item can be found in the Dungeon Master’s Guide.


2023-05-07 19:30 CCC-GHC-BK1-04_I_Am_the_Fire 1 416 10 Ring of Fire Resistance Show

Teilnehmer:
(10) TimoL - Lydia - Variant Human - Bard 10 -Harpshadow
(9) Ineverexist - Yont Krast - Shadar-Kai - Artificer Armorer 9
(10) happy - Fenric - Woodelf - Ranger (Swarmkeeper) 10 - none
(10) Manfred Hase - Lew Sobolew - Half-Elf - Aberrant Mind Sorcerer 10 - Zhentarim
(10) AlexP. - Zarrar - Yuan Ti - Paladin 9 Warlock 1
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE


Loot: 416gp


Story Award: Burning Heart of Rymdyl
You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.a


Ring of Fire Resistance
Ring, rare (requires attunement)

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.


2023-05-07 18:13 Trade Log -5 Selendang Bomoh (Mantle of Spell Resistance) > Gwa’thern Faln Show Trade Log

Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212

2023-05-06 17:18 Purchase Log -1800 Show Purchase

gekauft:
3x Spell Scroll of Aura of Vitalität (-900gp)
1x Spell Scroll of Beacon of Hope (-300gp)
5x Holy Water (-100gp)
5x diamond dust worth at least 100 gp (-500gp)


2023-01-20 00:22 Trade Log -5 Bag of Holding > Bracers of Archery Show Trade Log

Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist)

2022-12-31 00:05 Rebuild Show

Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log.


Customizing your Origin:

High Elf------------------------------------------------------------>>Race: Aasimar
Ability one +2, one +1------------------------------------------->>Source: Ability +2, one +1
Dex +2, Wis +1---------------------------------------------------->>Chose: Dex +2, Wis +1
Skill Proficiencies: Perception--------------------------------->>Celestial Resistance:
Languages: Commen, Elvish------------------------------------>>Languages: Common, Celestial
Ability Score Point ´Buy:---------------------------------------->>Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------------>>St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


2022-12-30 20:16 CCC-GHC-BK1-03 The Darkest Knight 1 908.2 10 Tentacle Rod Show

Teilnehmer:
(10)thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - none
(9) Folk2K - Sil - V. Human - Arti4 Wiz5 - Force Grey
(8) Yaidz - Alistair - V.Human - Warlock 10
(7) Claudia N. - Gracie - TCL (Vampirate) - Swashbuckler 4/Shadow Sorcerer 3


Sylriel wurde Reincarnate in eine High Elfe von Jimmy Plane nachdem ihr Gehirn von einem Intellect Devourer zu einer Puppe gemacht worden war.


Customizing your Origin:
.
Race: Aasimar---------------------------------------------->> High Elf
Source: Ability +2, one +1-------------------------------->> Ability one +2, one +1
Chose: Dex +2, Wis 1-------------------------------------->> Bleibt
Celestial Resistance:-------------------------------------->> Skill Proficiencies: Perception
Languages: Common, Celestial-------------------------->> Languages: Commen, Elvish
Ability Score Point ´Buy:---------------------------------->> Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------>> St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


Loot: 908,2 gp
1x Spell Scroll of Identify
7 Peile verschossen


Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.


2022-12-30 19:53 Purchase Log -1900 Show Purchase

gekauft:
Spellkomp.:
3x Diamonds worth 300 gp
2x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver (gesamt: 200gp)


Spellscrolls:
1x Spell scroll of Greater Restoration 600 gp


Monition:
2x 20 Arrows 2 gp (40)


2022-07-09 21:28 CCC-GHC-BK01-02 The Tithes that Bindes 1 1 200 10 Death's Head (Mace of Disruption) Show

Teilnehmer:
Ka'Lia (Maluku Seito)
Kimon (Charlie)
Franky (Yaidz)
Sylriel Sunriver (Arikatzi020)
Sprout (thebaconing)
Sir Taki (Jannis D.)


Pryarr Orglas, Argus, ARGUS ARGENTO, MARDIN THANDALLEVE


Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.


Story Award: Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.


+1 lvl War Cleric =5

2022-07-08 18:13 ELM2-1 Tendrils in the Fog 1 1 500 30 Portebl Hole (Rotten) Show

Teilnehmer:
(8) Yaidz - Chikara - V Human - Fighter 6 Monk 2
Maluku Seito - Shimmers - Fairy - Rune Knight 6
(6) Trava - Enikerym Lohaya - Half-Elf - Samurai 6
(8)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 3 - none
Eisenbrei - Chalstra Teken'iryn - Drow - Fighter 2, Wizard (Bladesinger) 7 - Lord's Alliance
(8) C0ldW0lf - Aurélie de la Montagne - Fairy - Rogue 7/Warlock 1 - Cloaks


gekauf:
2x Potion of Greater Healing -200gp


Story Award: Friends of Tenebrosus
Friends of Tenebrosus: If the characters had a substantially positive interaction with the tiefling Tenebrous, then give the characters this story reward. Consequences will be detailed in a future Baldman Games Elmwood adventure.


Story Award: Friend of Mercy Hill
Friend of Mercy Hill - for returning the wagon to the fledgling community of former cultists, escaped gladiatorial slaves, and reformed ruffians trying to make amends, you have their thanks. Provided that you work at least 2 hours a day in their farms and do not ask questions about their past lives and transgressions, you may enjoy low lifestyle for free while staying there.


+1 lvl War Cleric = lvl 4
Chose: Piercer Feat


  • 20 Downtime von Assignment 2 Season 11b Service Award ergänzt.

2022-06-03 20:00 CCC-SFBAY-02-04 Under Earth & Stone 1 1 300 10 Traveler's Hearth (Stone of Controlling Earth Elementals) Show

Teilnehmer:
(7)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 5, War Cleric lvl 2 - none
Maluku Seito - Zinnia - Fairy - Wild Magic Sorceress 5
(7) Jannis D. - Miss Terry - High Elf - Artificer 7
(6) C0ldW0lf - Cy'lixx - Shadar-Kai - Fighter 6 - none
Ausgewürfelt (Rollbuttler): Nemo - Einherjar (Odem) - Human Variant - Paladin6/Warlock 4


Clans Grungison steht in ihrer Schuld
(Grungison vergelt's)
Traveler’s Heart


Marthammor Duin
The traveler’s heart shines brightly for our kin.

The Duingrim dwarves were a small and relatively poor clan with few renowned ancestors by dwarf standards. They became a vassal of the mountain kingdom of Hara Vallahir when that wealthy realm financed and supplied a Duingrim expedition. The clan chose the remote land between the Vercy Woods and Galena Mountains.
Initial prospecting uncovered only copper, but the find was great enough to draw the clan’s attention. They set pick to stone in a narrow valley near the Vercy Woods and founded the Duindelve mine.
They soon realized the craggy hills of the region were honeycombed with caves, some worming far below the surface into the Underdark. As the dwarves worked, they opened and connected dozens of caverns and discovered many natural splendors, but failed to find the valuable deposits the region was renowned for—silver and bloodstone.

As they dug, miners reported giant spiders and web-filled chambers in the deeper tunnels. Operations were halted as scouts assessed the danger. While dwarven priests detected faint amounts of Underdark faerzress pervading parts of the mine, the most unexpected discovery was how meek the spiders were. The large arachnids seemed docile and expectant of the dwarves as though waiting for something. The clan gathered to discuss the vermin, how to effectively clear them and their webs. Most voted to simply seal the infested sections unless they contained ore. As the clan discussed the issue, a curious Duingrim bard used her magic to speak with the spiders. She discovered they were a domesticated breed escaped from the drow city of Maerimydra, where they had been reared for both their silk and ritual purposes. Their docility was a consequence of their selective breeding and captivity. The bard suggested keeping the spiders as livestock and harvesting their silk. The dwarves scoffed, “Such things aren’t proper for dwarves.”
However, the miners had made it clear how difficult the webs were to clear from the passageways. The only thing that could reliably do so was fire, which is a hazard in areas of poor ventilation beneath the earth.
Begrudgingly, the clan accepted the idea, but there were many grumbles—"What kind of dwarf keeps spiders and weaves silk? Such things are for dishonest drow and humans who don’t know any better.” But the silk textile proved valuable for both its texture and durability, and the Duingrim began exporting a variety of products. Soon the clan had
repaid their debt to Hara Vallahir and the Duingrim became both a trade post and a settlement.

To honor the Duingrim, Vallahir gifted the clan a powerful item called the Zanderonn, an object capable of controlling the earth. The copper mine was eventually closed, passages were sealed behind gates and rock falls to keep the settlement safe. Ettercaps had begun to infest the deeper tunnels.
What space remained within the mine was dedicated to spider hatcheries and the growing of giant, edible mushrooms for food and export. The spiders themselves were fed goats grazed in the nearby hills.


Traveler's Hearth (Stone of Controlling Earth Elementals)
Wonderous Item (rare)
The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron.
The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.


2022-05-28 19:02 WBW-DC-DMM-01 The Soltitude of Solace 1 1 788.33 10 Once was Solace (Talking Doll), Selendang Bomoh (Mantle of Spell Resistance), Tongcat Nenek Kebayan (Staff of Healing) Show

Teilnehmer:
(6)Arikatzi020 - Sylriel - Aasimar - ranger hunter lvl 5, war cleric lvl 1 - none
(7)Maluku Seito - Jenna - Aasimar - Paladin of Conquest 7
(8) Folk2K - Tyla - TCL - Lore Bard 8 - none
(10) Fr3edom - Grant Amerys - Human V - Fighter 10
(10) Verchecktor - Garren Halt - halfelf - bladesinger 10 - Harpers
(10) Jannis D. - Kaiser Soße - Human - Warlock 10


FARHAN’S ROCK kleiner Ort 2 Tage vor Baldurs Gate
Rohaini Weisenkind was verschwunden ist
Gia ehemalige Schmiedin
Zurinn Vorstand


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.


Tongcat Nenek Kebayan (Staff of Healing)

Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)

This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

2022-05-27 18:27 Trade Log -5 Figurine of wondrous Power, Silver Raven > Longbow +1 Show Trade Log

getauscht von Sylriel (Arikatzi020)
Figurine of wondrous Power, Silver Raven
Longbow +1bekommen von Neve (Arikatzi 020)
https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/918838

2022-05-26 13:54 WBW-DC-MOM-01 One Moment 1 1 316.66 10 Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Fabric of Time (Guardian Mantle of Spell Resistance) Show

Teilnehmer:
Manfred Hase - Maria degli Angeli del Monte Celeste - TCL - Swordsbard 8 / Hexblade 2
C0ldW0lf - Kasumi - Human - Ranger 3 / Monk 3 - none
Yaidz - Lady Shia - Half Elf - Ranger 9
(5)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 4, War Cleric lvl1 - non
(10) Folk2K - Kass - V.Human - Rouge1/Warlock5/Ranger4- Harper


Yon key lies within thee
A smidgen will do
To dissolve your fears
You’ll soon see it through


Right is the time
Here is the place
Wise is the way
Else feel death’s embrace


When I lie,
I become everything.
Shorn in half,
I am reduced to nothing.
What am I?


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

You went to momentous efforts to identify Xanathar’s one true pet, Sylgar. Such proficient trawling is recognized by quippers ranging far and wide, and all checks of a piscatory nature within the domain of Momentum may be made at advantage.


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.


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.


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.


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.


Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
Item Tracker Show

List Of Magic Items For Adventures


(3/3) Uncommon+:
Fabric of Time (Guardian Mantle of Spell Resistance)
Amulet of the Devout +1
Dragon Wing Bow


(3/5) Common:
Staff of Birdcalls
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
Staff of Flowers


(10/10) Consumables:
2x Potion of Greater Healing
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration
1x Spellscroll of Haste
1x Spellscroll of Dispel Magic
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope


CARRIED BLESSINGS, BOONS, & CHARMS:

-


Total Magic Items:

Commen:
Staff of Birdcalls, Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Once was Solace (Talking Doll), Staff of Flowers, Cloak of Many Fashions, Sarion´s Spare Helmet (Dreath Helm)

Uncommen:
Longbow +1, Bracers of Archery, Amulet of the Devout +1, The Mind Fortress (ring of mind shielding), Harmony (Longbow of Warning), Rod of the Pactkeeper +1. "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))

Rare:
Fabric of Time (Guardian Mantle of Spell Resistance), Tongcat Nenek Kebayan (Staff of Healing), Traveler's Hearth (Stone of Controlling Earth Elementals), Death's Head (Mace of Disruption), Tentacle Rod, Gwa’thern Faln, Ring of Fire Resistance, Stout (+2 Longsword), Raven Queen´s Neckles of Prayerbeads (6 Beads)

Very Rare:
...

Leagendary:
...


Total Consumables:

4x Potion of Greater Healing
1x Potion of Water Breathing
1x Potion of Healing
2x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration 600 gp
1x Spell Scroll of Identify
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Spell Comp:
3x Diamonds worth 300 gp
7x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver
5x Holy Water


2025-01-06 20:00 FR-DC-CTT Creepy Tavern Tales 1 10 Show

Teilnehmer:
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(6) PeteZero - Hal - Ghostwise Halfling - Druid (Circle of the Moon) 6 - Emerald Enclave
(9) Eike - Chiv - Eladrin - Archfey Warlock 9 - Golden Vault
(9) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 9
(8) Raimundo_O - Captain Bugbeard - Bugbear - Fighter 2 Fiend Warlock 6 - none


Info:
Wir kehrten in ein Gast haus ein das die Letzte Rast genannt wird. Wir stellten schnell fest das das Gasthaus ein kleines Ratten problem hat. Sylriel stellte fest das diese Ratten Inteligenter sind (Awakend). In der nacht schiftete das Gasthaus das auf einer Shadowlain gebaut wurde (Neben einen Friedhof in der nähe eines alten Schlachtfelds) ins Shadowfell.


verbraucht:
Spell Scroll of Beacon of Hope


Loot: 100gp
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Undeath Poisen (Restorative Ointment (5 Charges)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease.


Tear of Selune (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. Weight: 1

This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you.


Story Award: Ageinst the Natural Order
You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today.


Story Aword: Eternel Love
You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door or window, with a wedding invitation.


Story Award: The Art of Transmutation
Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again.
(This story award has no mechanical advantage.)


Story Award: Last Rest
Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate.
(This Story Award has no mechanical advantage and is only for flavor)


Stora Award: An unending Story
The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures.

Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship.

(Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures)


Sarion´s Spare Helmet (Dreath Helm)
Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?


"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))
Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again.


Raven Queen´s Neckles of Prayerbeads (6 Beads)
Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

1 Bead of Windwalking
2 Bead of Favor
2 Bless
1 Bead of Summons

Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it

While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.


2025-01-06 16:55 Reworkt Starting Log and Rest Changes for 2024 Rules -100 Show

Sylriel Sunriver


Size: 175 (medium)
Weigth: 35kg
Eyes: Gold/Orang leuchtend
Hair: Blond
Skin: leicht gebräunt, goldig scheinend


Costomizing your Origin:
Species: Aasimar
Language Proficiencies: Common, Celestial, Elvish
Celestial Resistance, Darkvision, Healing Hands, Light Bearer
Ability Score Point ´Buy:
St 10, Dex 15 (+1+1+1), Con 14, Int 10, Wis 14 (+2), Cha 8


Class: Ranger
Skill Proficiencies: Perception, Stealth, Acrobatics
Proficiencies Saving Throw: Strength, Dexterity
Proficiencies Weapon: Simple Weapons, Martial Weapons
Proficiencies Armor: Light Armor, Medium Armor, Shields
Ranger Spellcasting, Favored Enemy, Weapon Mastery (2)
lvl 2 bis 10:
2: Deft Explorer:
Language Proficiencies: Sylvan, Draconic
Skill Expertis: Perception
Fighting Style -Selected: Archery
3: Chosen Subclass - Hunter
Hunter's Lore, Hunter's Prey
4: Level 4 Feat: Selected: Piercer +1 Dex
5: Extra Attack
6 (1): Class: Cleric
Proficiency Armor: Light Armor, Medium Armor, Shields
Cleric Spellcasting, Divine Order - Thaumaturge
7 (2): Channel Divinity - Divine Spark, Turn Undead
8 (3): Chosen Subclass - War Domain
Guided Strike, War Domain Spells, War Priest
9 (4): Level 4 Feat: Selected: Sharpshooter +1 Dex
10 (5): Sear Undead


Golden Guide (Outlander)
Skill Proficiencies: Survival, Athletics
Proficiencies Tools: Woodcarver's Tools
(Prof. Swop: Instument to Woodcarver's Tools)
Source: Ability +2, one +1
Chose: Dex +1, Wis +2
Feat: Skilled
Sleight of Hand, Animal Handling, Medecine


Ranger Equipment
Longbow (1), Studded Leather Armor (1), Arrows (20), Quiver (1), Explorer's Pack (1), Shortsword (1), Scimitar (1)
Default Equipment
Staff (1), Hunting Trap (1), Traveler's Clothes (1), Pouch 7gp


MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst

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.


2024-04-03 18:35 CCC-HERO-BK-02-02 Flight of the Wyvern 1 10 Show

Teilnehmer:
(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Knowledge Domain Cleric 1, Circle of the Land Druid 9 - Emerald Enclave


Info:
Elastara Rimdal hat Visionen über ein nahendes Übel. Drachen Kreisen über dem Haus der Justice der demnächst den Fall des Black Wyvern Richtet. Es ist nur eine Formalität er wird sicher hingerichtet aber die Bevölkerung kann zusehen.


Loot: 800gp


Story Awards: Vengful Hand of Justice
If Orglast dies during the encounters, the characters will earn the following story award:

Vengeful Hand of Justice. You killed the Black Wyvern during your fight to prevent his escape. No charges were brought against you, but a rough reputation may follow you around from these actions.


Cloak of Many Fashions.
Common, Wondrous (XGE)

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.


Rod of the Pactkeeper +1.
Rod, uncommon (requires attunement by a warlock)

This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.


2024-03-16 18:11 CCC-UNITE-007 The Second Exodus of Syln Nahail 1 10 Show

Teilnehmer:
(8) Maluku Seito - Sunny - Human - Phantom Rogue 8 - Harpers
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Flammenklinge- Ros´e -Fairy-Hexenmeister-Archfey - (2) - Schadow - Zauberer- (8)
(10) Shinigami/Max - Aronin Hagan - Shadarkai - Bladesinger 10 - none
(10)Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 10


Info:
FÄHIGE ABENTEURER GESUCHT!
Zeigt aus welchem Holz Ihr geschnitzt seit!
Die Stadt Syln Nahail ist allein, unterlegen und umzingelt!
Die Fomorianische Armee rückt von Sekunde zu Sekunde näher!
Das Ende der Stadt ist erneut gekommen, doch für das Licht und das Leben besteht noch Hoffnung!
Nur Kampfgeist, Diplomatisches Geschick und Tapferkeit können uns jetzt retten.
Oder vielleicht ein Abenteurer wie Ihr?
Hoffnungsvolle Grüße Mirafel Omadan


Das Rätzel umd das Tor
The tree framed door reappearing, found within the single clearing.
The key a leaf filled with what comes unnoticed in the night, and greets the day with show of light.
The path extends out from your feet, straight to where it and door meet.
Move swift and sure, both parts are done, by zenith reaching of the sun.


Loot: 836,6 gp


Harmony (Longbow of Warning)
Weapon (longbow), uncommon (requires attunement)

This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.

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.

Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.


Staff of Flowers
staff, common

The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.


10 Arrows verschossen

2023-08-17 18:59 CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light 1 10 Show

Teilnehmer:
(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10


Infos:
Priesterin der Jomdala, Ursallia Goldenflax
Mellany Goldenflax, älteste Tochter Goldenflax
Ich träumte, dass ich durch die Wälder nach Norden ging, dem Hirschpfad folgend, der durch Katzenschwänze und Kätzchenweiden markiert ist.
Dem Nordstrom folgend bis zur Lichtung fand ich einen Kreis mit einer Tür aus Amethyst. Die Tür führte zu einem magischen Ort, mit Böden aus schwarzem Marmor und mit einer Milliarde Sternen über meinem Kopf.
An diesem Ort war ein schwebender Fels von solcher Dunkelheit, er verdunkelte alles um sich herum.
Eine weibliche Stimme sprach in der Sprache der Halblinge zu mir:
Finde das Auge der Finsternis. Es ist der Kern des reinen Bösen und zieht die Untoten an, wie eine offene Flamme die Motten. Es muss sich irgendwo in der Nähe befinden. Wenn ihr euch seiner Mächtig macht, könnt ihr die Untoten aus eurem Dorf treiben.
So sagte es meine Göttin, die mir in ihrer Gnade ihren Rat schenkte um die Übel von dieser Welt zu vertreiben.


Ereignisse:
Nachdem sie einen Wald voller untoter Patrouillen mehr oder weniger unbemerkt durchquert hatten, stieß die Gruppe auf ein Amethystportal, das M'Tembezi als permanentes Arcan-Gate identifizierte. Nach einiger Beratung wagten sie den Schritt hindurch und fanden sich in einer Mindscape wieder, einem Teil der Magie des Magiers, der diese Domain erschaffen hatte. Dort wurden sie von einem Teil des Magiers, genannt "Chose", begrüßt, der erklärte, dass sie sich als würdig erweisen müssten, um ihre gesuchten Ziele zu erreichen.

Durch das Portal des Lichts traten sie in eine Kathedrale des Torm ein, wo sie vom anderen Teil des Magiers, genannt "Conscience", erwartet und geprüft wurden. Die letzte Prüfung bestand in einem lebensbedrohlichen Kampf mit einem Balor, der die junge Gruppe herausforderte. Tapfer stellten sie sich ihm entgegen und kämpften darum, anerkannt zu werden.

Als sie das Portal des Lichts wieder verließen, erhielten sie einen Schlüssel aus Licht. Beim Betreten des Azurtors wurden sie getrennt und fanden sich schwebend im Nebel wieder. Sylriel wurde von "Chose" begrüßt und in einem Lazarett platziert, wo ein kranker Abenteurer lag. Obwohl sie zunächst keine Krankheit feststellen konnte, entschied sie sich, eine Zauberrolle zu verwenden, um zu helfen. Chose stellte sie vor die Frage, ob sie bereit sei, das zu riskieren, was sie brauchte, um etwas zu versuchen, von dem sie nicht sicher war, ob es funktionieren würde. Sylriel antwortete, dass sie lieber etwas versuchen würde, als es zu bereuen, es nicht getan zu haben. Mit einem Lächeln und einem Nicken verschwand das Lazarett, und sie befand sich wieder im Nebel.

Sie folgte einem Weg und traf gleichzeitig mit den anderen auf einen azurblauen Lichtstrahl, in dem ein blauer Schlüssel schwebte. Gemeinsam gingen sie weiter, bis ein Lichtblitz sie zurück zum Tor brachte. Sie hatten nun die beiden Schlüssel.

M'Tembezi und Sylriel stellten sich auf beide Seiten des Tores und drehten die Schlüssel gemeinsam um. Das Tor öffnete sich und enthüllte eine Landschaft mit einem Turm. Eine Brücke aus Glas führte sie zur Spitze, wo das Auge der Dunkelheit schwebte. Auf beiden Seiten standen "Chose" und "Conscience" und erklärten, dass das Auge nur von einem getragen werden könne, der das meiste Licht im Herzen trage. Die Gefährten sahen sich an, und Sylriel trat vor, unterstützt von M'Tembezi und dem zögernden Einverständnis der anderen. "Ich werde die Dunkelheit ersticken", verkündete sie, und das Artefakt schwebte auf sie zu. "So sei es, mit dem Segen von Torm, Herz des Lichts", sagten Chose und Conscience im Einklang, als sie das Artefakt annahm. Ihr inneres Licht begann zu strahlen und unterdrückte die Dunkelheit des Auges. Ihre Brust, wo normalerweise das Herz wäre, strahlte nun sanft.

Als sie die Mindscape verließen, wurden sie von einer Horde Untoter angegriffen, angeführt von einer Medusa auf einem Skelettpferd. Nach einem harten Kampf, bei dem Sylriel kurzzeitig ohnmächtig wurde und von ihren Gefährten wiedererweckt wurde, gelang es ihnen, die Untoten zu vertreiben und die Medusa zu besiegen.

Zurück in Ursallia Goldenflax' Dorf übergaben sie das Auge den Wachen, die es zum Schutz des Dorfes einsetzten. Die Gruppe erholte sich von ihrem Abenteuer, das vorerst abgeschlossen war, während die umliegenden Bewohner gemeinsam daran arbeiteten, das Auge bestmöglich zu schützen.


Story Award: Heart of Light
One character – yours – was trusted by one of the spirits of Ravinan. This blessing manifests as a glowing light radiating from the character’s chest where their heart would be, while in the presence of the Eye of Darkness. This story award may have an impact in future Border Kingdoms adventures.


Loot: 180 gp
1x Potion of Climbing
1x Potion of Greater Healing


The Mind Fortress (ring of mind shielding)
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. 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.This item can be found in the Dungeon Master’s Guide.


verkauft:
1x Longbow +25gp (Neu: 50gp)


8x Arrows verschosssen

2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar 1 10 Show

Teilnehmer:
(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none


Emerald Enclave
Unnatural things are stirring in the Qurth Forest. This ancient wood is one of the most pure and untouched places in the Realms. Discovery and elimination of the source of this taint is a must.
.
After being charged with recovering a relic of the ‘Bloodsword Baron’ by a distant relative
of the long dead Baron named Celban Hilathan, you have journeyed into the depths of the Qurth Forest.
You are told that some terrible evil has taken up residence underneath the ruins of a long abandoned keep and
is now actively collecting artifacts of the world of the living for some unknown purpose. Do you have
what it takes to survive the challenges of both the forest and the ruins and return with the prize?


Infos:
Pettl, Eladrin im Wald mit denen ein Abkommen besteht den Wald nicht unnötig zu stören.
Ruinen von Halkey liegen auf den Weg.
Starth Keep dort soll ein Helm sein.
Kurth Avallar ist der Name der geflüstert wird von der Natur des Waldes.
Mission Success: Death Kight in einer Weitentfernten Burg, und steckt hinter den Black Wyvern
Die Krypter ist Myrkul, Lord of Bones geweiht


Loot: 1083gp
1x Potion of Healing
1x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image


Stout (+2 Longsword)
Weapon (longsword), rare, Table G

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.

This item can be found in the Dungeon Master’s Guide.


2023-05-07 19:30 CCC-GHC-BK1-04_I_Am_the_Fire 1 10 Show

Teilnehmer:
(10) TimoL - Lydia - Variant Human - Bard 10 -Harpshadow
(9) Ineverexist - Yont Krast - Shadar-Kai - Artificer Armorer 9
(10) happy - Fenric - Woodelf - Ranger (Swarmkeeper) 10 - none
(10) Manfred Hase - Lew Sobolew - Half-Elf - Aberrant Mind Sorcerer 10 - Zhentarim
(10) AlexP. - Zarrar - Yuan Ti - Paladin 9 Warlock 1
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE


Loot: 416gp


Story Award: Burning Heart of Rymdyl
You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.a


Ring of Fire Resistance
Ring, rare (requires attunement)

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.


2023-05-07 18:13 Trade Log -5 Show Trade Log

Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212

2023-05-06 17:18 Purchase Log Show Purchase

gekauft:
3x Spell Scroll of Aura of Vitalität (-900gp)
1x Spell Scroll of Beacon of Hope (-300gp)
5x Holy Water (-100gp)
5x diamond dust worth at least 100 gp (-500gp)


2023-01-20 00:22 Trade Log -5 Show Trade Log

Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist)

2022-12-31 00:05 Rebuild Show

Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log.


Customizing your Origin:

High Elf------------------------------------------------------------>>Race: Aasimar
Ability one +2, one +1------------------------------------------->>Source: Ability +2, one +1
Dex +2, Wis +1---------------------------------------------------->>Chose: Dex +2, Wis +1
Skill Proficiencies: Perception--------------------------------->>Celestial Resistance:
Languages: Commen, Elvish------------------------------------>>Languages: Common, Celestial
Ability Score Point ´Buy:---------------------------------------->>Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------------>>St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


2022-12-30 20:16 CCC-GHC-BK1-03 The Darkest Knight 1 10 Show

Teilnehmer:
(10)thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - none
(9) Folk2K - Sil - V. Human - Arti4 Wiz5 - Force Grey
(8) Yaidz - Alistair - V.Human - Warlock 10
(7) Claudia N. - Gracie - TCL (Vampirate) - Swashbuckler 4/Shadow Sorcerer 3


Sylriel wurde Reincarnate in eine High Elfe von Jimmy Plane nachdem ihr Gehirn von einem Intellect Devourer zu einer Puppe gemacht worden war.


Customizing your Origin:
.
Race: Aasimar---------------------------------------------->> High Elf
Source: Ability +2, one +1-------------------------------->> Ability one +2, one +1
Chose: Dex +2, Wis 1-------------------------------------->> Bleibt
Celestial Resistance:-------------------------------------->> Skill Proficiencies: Perception
Languages: Common, Celestial-------------------------->> Languages: Commen, Elvish
Ability Score Point ´Buy:---------------------------------->> Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------>> St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


Loot: 908,2 gp
1x Spell Scroll of Identify
7 Peile verschossen


Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.


2022-12-30 19:53 Purchase Log Show Purchase

gekauft:
Spellkomp.:
3x Diamonds worth 300 gp
2x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver (gesamt: 200gp)


Spellscrolls:
1x Spell scroll of Greater Restoration 600 gp


Monition:
2x 20 Arrows 2 gp (40)


2022-07-09 21:28 CCC-GHC-BK01-02 The Tithes that Bindes 1 10 Show

Teilnehmer:
Ka'Lia (Maluku Seito)
Kimon (Charlie)
Franky (Yaidz)
Sylriel Sunriver (Arikatzi020)
Sprout (thebaconing)
Sir Taki (Jannis D.)


Pryarr Orglas, Argus, ARGUS ARGENTO, MARDIN THANDALLEVE


Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.


Story Award: Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.


+1 lvl War Cleric =5

2022-07-08 18:13 ELM2-1 Tendrils in the Fog 1 30 Show

Teilnehmer:
(8) Yaidz - Chikara - V Human - Fighter 6 Monk 2
Maluku Seito - Shimmers - Fairy - Rune Knight 6
(6) Trava - Enikerym Lohaya - Half-Elf - Samurai 6
(8)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 3 - none
Eisenbrei - Chalstra Teken'iryn - Drow - Fighter 2, Wizard (Bladesinger) 7 - Lord's Alliance
(8) C0ldW0lf - Aurélie de la Montagne - Fairy - Rogue 7/Warlock 1 - Cloaks


gekauf:
2x Potion of Greater Healing -200gp


Story Award: Friends of Tenebrosus
Friends of Tenebrosus: If the characters had a substantially positive interaction with the tiefling Tenebrous, then give the characters this story reward. Consequences will be detailed in a future Baldman Games Elmwood adventure.


Story Award: Friend of Mercy Hill
Friend of Mercy Hill - for returning the wagon to the fledgling community of former cultists, escaped gladiatorial slaves, and reformed ruffians trying to make amends, you have their thanks. Provided that you work at least 2 hours a day in their farms and do not ask questions about their past lives and transgressions, you may enjoy low lifestyle for free while staying there.


+1 lvl War Cleric = lvl 4
Chose: Piercer Feat


  • 20 Downtime von Assignment 2 Season 11b Service Award ergänzt.

2022-06-03 20:00 CCC-SFBAY-02-04 Under Earth & Stone 1 10 Show

Teilnehmer:
(7)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 5, War Cleric lvl 2 - none
Maluku Seito - Zinnia - Fairy - Wild Magic Sorceress 5
(7) Jannis D. - Miss Terry - High Elf - Artificer 7
(6) C0ldW0lf - Cy'lixx - Shadar-Kai - Fighter 6 - none
Ausgewürfelt (Rollbuttler): Nemo - Einherjar (Odem) - Human Variant - Paladin6/Warlock 4


Clans Grungison steht in ihrer Schuld
(Grungison vergelt's)
Traveler’s Heart


Marthammor Duin
The traveler’s heart shines brightly for our kin.

The Duingrim dwarves were a small and relatively poor clan with few renowned ancestors by dwarf standards. They became a vassal of the mountain kingdom of Hara Vallahir when that wealthy realm financed and supplied a Duingrim expedition. The clan chose the remote land between the Vercy Woods and Galena Mountains.
Initial prospecting uncovered only copper, but the find was great enough to draw the clan’s attention. They set pick to stone in a narrow valley near the Vercy Woods and founded the Duindelve mine.
They soon realized the craggy hills of the region were honeycombed with caves, some worming far below the surface into the Underdark. As the dwarves worked, they opened and connected dozens of caverns and discovered many natural splendors, but failed to find the valuable deposits the region was renowned for—silver and bloodstone.

As they dug, miners reported giant spiders and web-filled chambers in the deeper tunnels. Operations were halted as scouts assessed the danger. While dwarven priests detected faint amounts of Underdark faerzress pervading parts of the mine, the most unexpected discovery was how meek the spiders were. The large arachnids seemed docile and expectant of the dwarves as though waiting for something. The clan gathered to discuss the vermin, how to effectively clear them and their webs. Most voted to simply seal the infested sections unless they contained ore. As the clan discussed the issue, a curious Duingrim bard used her magic to speak with the spiders. She discovered they were a domesticated breed escaped from the drow city of Maerimydra, where they had been reared for both their silk and ritual purposes. Their docility was a consequence of their selective breeding and captivity. The bard suggested keeping the spiders as livestock and harvesting their silk. The dwarves scoffed, “Such things aren’t proper for dwarves.”
However, the miners had made it clear how difficult the webs were to clear from the passageways. The only thing that could reliably do so was fire, which is a hazard in areas of poor ventilation beneath the earth.
Begrudgingly, the clan accepted the idea, but there were many grumbles—"What kind of dwarf keeps spiders and weaves silk? Such things are for dishonest drow and humans who don’t know any better.” But the silk textile proved valuable for both its texture and durability, and the Duingrim began exporting a variety of products. Soon the clan had
repaid their debt to Hara Vallahir and the Duingrim became both a trade post and a settlement.

To honor the Duingrim, Vallahir gifted the clan a powerful item called the Zanderonn, an object capable of controlling the earth. The copper mine was eventually closed, passages were sealed behind gates and rock falls to keep the settlement safe. Ettercaps had begun to infest the deeper tunnels.
What space remained within the mine was dedicated to spider hatcheries and the growing of giant, edible mushrooms for food and export. The spiders themselves were fed goats grazed in the nearby hills.


Traveler's Hearth (Stone of Controlling Earth Elementals)
Wonderous Item (rare)
The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron.
The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.


2022-05-28 19:02 WBW-DC-DMM-01 The Soltitude of Solace 1 10 Show

Teilnehmer:
(6)Arikatzi020 - Sylriel - Aasimar - ranger hunter lvl 5, war cleric lvl 1 - none
(7)Maluku Seito - Jenna - Aasimar - Paladin of Conquest 7
(8) Folk2K - Tyla - TCL - Lore Bard 8 - none
(10) Fr3edom - Grant Amerys - Human V - Fighter 10
(10) Verchecktor - Garren Halt - halfelf - bladesinger 10 - Harpers
(10) Jannis D. - Kaiser Soße - Human - Warlock 10


FARHAN’S ROCK kleiner Ort 2 Tage vor Baldurs Gate
Rohaini Weisenkind was verschwunden ist
Gia ehemalige Schmiedin
Zurinn Vorstand


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.


Tongcat Nenek Kebayan (Staff of Healing)

Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)

This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

2022-05-27 18:27 Trade Log -5 Show Trade Log

getauscht von Sylriel (Arikatzi020)
Figurine of wondrous Power, Silver Raven
Longbow +1bekommen von Neve (Arikatzi 020)
https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/918838

2022-05-26 13:54 WBW-DC-MOM-01 One Moment 1 10 Show

Teilnehmer:
Manfred Hase - Maria degli Angeli del Monte Celeste - TCL - Swordsbard 8 / Hexblade 2
C0ldW0lf - Kasumi - Human - Ranger 3 / Monk 3 - none
Yaidz - Lady Shia - Half Elf - Ranger 9
(5)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 4, War Cleric lvl1 - non
(10) Folk2K - Kass - V.Human - Rouge1/Warlock5/Ranger4- Harper


Yon key lies within thee
A smidgen will do
To dissolve your fears
You’ll soon see it through


Right is the time
Here is the place
Wise is the way
Else feel death’s embrace


When I lie,
I become everything.
Shorn in half,
I am reduced to nothing.
What am I?


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

You went to momentous efforts to identify Xanathar’s one true pet, Sylgar. Such proficient trawling is recognized by quippers ranging far and wide, and all checks of a piscatory nature within the domain of Momentum may be made at advantage.


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.


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.


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.


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.


Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
Item Tracker Show

List Of Magic Items For Adventures


(3/3) Uncommon+:
Fabric of Time (Guardian Mantle of Spell Resistance)
Amulet of the Devout +1
Dragon Wing Bow


(3/5) Common:
Staff of Birdcalls
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
Staff of Flowers


(10/10) Consumables:
2x Potion of Greater Healing
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration
1x Spellscroll of Haste
1x Spellscroll of Dispel Magic
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope


CARRIED BLESSINGS, BOONS, & CHARMS:

-


Total Magic Items:

Commen:
Staff of Birdcalls, Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Once was Solace (Talking Doll), Staff of Flowers, Cloak of Many Fashions, Sarion´s Spare Helmet (Dreath Helm)

Uncommen:
Longbow +1, Bracers of Archery, Amulet of the Devout +1, The Mind Fortress (ring of mind shielding), Harmony (Longbow of Warning), Rod of the Pactkeeper +1. "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))

Rare:
Fabric of Time (Guardian Mantle of Spell Resistance), Tongcat Nenek Kebayan (Staff of Healing), Traveler's Hearth (Stone of Controlling Earth Elementals), Death's Head (Mace of Disruption), Tentacle Rod, Gwa’thern Faln, Ring of Fire Resistance, Stout (+2 Longsword), Raven Queen´s Neckles of Prayerbeads (6 Beads)

Very Rare:
...

Leagendary:
...


Total Consumables:

4x Potion of Greater Healing
1x Potion of Water Breathing
1x Potion of Healing
2x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image
1x Keoghtom's Ointment (4 Ladungen)
1x Spell scroll of Greater Restoration 600 gp
1x Spell Scroll of Identify
3x Spell Scroll of Aura of Vitalität
1x Spell Scroll of Beacon of Hope
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Spell Comp:
3x Diamonds worth 300 gp
7x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver
5x Holy Water


2025-01-06 20:00 FR-DC-CTT Creepy Tavern Tales 1 100 10 Raven Queen´s Neckles of Prayerbeads (6 Beads), "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)), Sarion´s Spare Helmet (Dreath Helm) Show

Teilnehmer:
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(6) PeteZero - Hal - Ghostwise Halfling - Druid (Circle of the Moon) 6 - Emerald Enclave
(9) Eike - Chiv - Eladrin - Archfey Warlock 9 - Golden Vault
(9) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 9
(8) Raimundo_O - Captain Bugbeard - Bugbear - Fighter 2 Fiend Warlock 6 - none


Info:
Wir kehrten in ein Gast haus ein das die Letzte Rast genannt wird. Wir stellten schnell fest das das Gasthaus ein kleines Ratten problem hat. Sylriel stellte fest das diese Ratten Inteligenter sind (Awakend). In der nacht schiftete das Gasthaus das auf einer Shadowlain gebaut wurde (Neben einen Friedhof in der nähe eines alten Schlachtfelds) ins Shadowfell.


verbraucht:
Spell Scroll of Beacon of Hope


Loot: 100gp
1x Tear of Selune (Gem of Brightness)
1x Undeath Poisen (Restorative Ointment (5 Charges)


Undeath Poisen (Restorative Ointment (5 Charges)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease.


Tear of Selune (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. Weight: 1

This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you.


Story Award: Ageinst the Natural Order
You fought the Shadar Kai in the Last Rest Inn and thus made a move against the Raven Queens intended natural order. Doing the "right" thing might have some unforeseen consequences. One thing is clear, you didn't earn the favor of a deity today.


Story Aword: Eternel Love
You helped Sarion to calm down Lady Siriel and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door or window, with a wedding invitation.


Story Award: The Art of Transmutation
Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offers to teach you the art of alchemy. He also sells you gladly a lot of potions if you manage to actually find him again.
(This story award has no mechanical advantage.)


Story Award: Last Rest
Thom Lai is very thankful for you helping him to protect the Last Rest Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate.
(This Story Award has no mechanical advantage and is only for flavor)


Stora Award: An unending Story
The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures.

Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship.

(Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures)


Sarion´s Spare Helmet (Dreath Helm)
Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?


"Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards))
Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again.


Raven Queen´s Neckles of Prayerbeads (6 Beads)
Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

1 Bead of Windwalking
2 Bead of Favor
2 Bless
1 Bead of Summons

Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it

While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.


2025-01-06 16:55 Reworkt Starting Log and Rest Changes for 2024 Rules -103 -100 Show

Sylriel Sunriver


Size: 175 (medium)
Weigth: 35kg
Eyes: Gold/Orang leuchtend
Hair: Blond
Skin: leicht gebräunt, goldig scheinend


Costomizing your Origin:
Species: Aasimar
Language Proficiencies: Common, Celestial, Elvish
Celestial Resistance, Darkvision, Healing Hands, Light Bearer
Ability Score Point ´Buy:
St 10, Dex 15 (+1+1+1), Con 14, Int 10, Wis 14 (+2), Cha 8


Class: Ranger
Skill Proficiencies: Perception, Stealth, Acrobatics
Proficiencies Saving Throw: Strength, Dexterity
Proficiencies Weapon: Simple Weapons, Martial Weapons
Proficiencies Armor: Light Armor, Medium Armor, Shields
Ranger Spellcasting, Favored Enemy, Weapon Mastery (2)
lvl 2 bis 10:
2: Deft Explorer:
Language Proficiencies: Sylvan, Draconic
Skill Expertis: Perception
Fighting Style -Selected: Archery
3: Chosen Subclass - Hunter
Hunter's Lore, Hunter's Prey
4: Level 4 Feat: Selected: Piercer +1 Dex
5: Extra Attack
6 (1): Class: Cleric
Proficiency Armor: Light Armor, Medium Armor, Shields
Cleric Spellcasting, Divine Order - Thaumaturge
7 (2): Channel Divinity - Divine Spark, Turn Undead
8 (3): Chosen Subclass - War Domain
Guided Strike, War Domain Spells, War Priest
9 (4): Level 4 Feat: Selected: Sharpshooter +1 Dex
10 (5): Sear Undead


Golden Guide (Outlander)
Skill Proficiencies: Survival, Athletics
Proficiencies Tools: Woodcarver's Tools
(Prof. Swop: Instument to Woodcarver's Tools)
Source: Ability +2, one +1
Chose: Dex +1, Wis +2
Feat: Skilled
Sleight of Hand, Animal Handling, Medecine


Ranger Equipment
Longbow (1), Studded Leather Armor (1), Arrows (20), Quiver (1), Explorer's Pack (1), Shortsword (1), Scimitar (1)
Default Equipment
Staff (1), Hunting Trap (1), Traveler's Clothes (1), Pouch 7gp


MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst

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.


2024-04-03 18:35 CCC-HERO-BK-02-02 Flight of the Wyvern 1 800 10 Cloak of Many Fashions., Rod of the Pactkeeper +1 Show

Teilnehmer:
(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Knowledge Domain Cleric 1, Circle of the Land Druid 9 - Emerald Enclave


Info:
Elastara Rimdal hat Visionen über ein nahendes Übel. Drachen Kreisen über dem Haus der Justice der demnächst den Fall des Black Wyvern Richtet. Es ist nur eine Formalität er wird sicher hingerichtet aber die Bevölkerung kann zusehen.


Loot: 800gp


Story Awards: Vengful Hand of Justice
If Orglast dies during the encounters, the characters will earn the following story award:

Vengeful Hand of Justice. You killed the Black Wyvern during your fight to prevent his escape. No charges were brought against you, but a rough reputation may follow you around from these actions.


Cloak of Many Fashions.
Common, Wondrous (XGE)

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.


Rod of the Pactkeeper +1.
Rod, uncommon (requires attunement by a warlock)

This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.


2024-03-16 18:11 CCC-UNITE-007 The Second Exodus of Syln Nahail 1 836.6 10 Harmony (Longbow of Warning), Staff of Flowers Show

Teilnehmer:
(8) Maluku Seito - Sunny - Human - Phantom Rogue 8 - Harpers
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Flammenklinge- Ros´e -Fairy-Hexenmeister-Archfey - (2) - Schadow - Zauberer- (8)
(10) Shinigami/Max - Aronin Hagan - Shadarkai - Bladesinger 10 - none
(10)Ineverexist - Sam - Amethyst Dragonborn - Drakewarden Ranger 10


Info:
FÄHIGE ABENTEURER GESUCHT!
Zeigt aus welchem Holz Ihr geschnitzt seit!
Die Stadt Syln Nahail ist allein, unterlegen und umzingelt!
Die Fomorianische Armee rückt von Sekunde zu Sekunde näher!
Das Ende der Stadt ist erneut gekommen, doch für das Licht und das Leben besteht noch Hoffnung!
Nur Kampfgeist, Diplomatisches Geschick und Tapferkeit können uns jetzt retten.
Oder vielleicht ein Abenteurer wie Ihr?
Hoffnungsvolle Grüße Mirafel Omadan


Das Rätzel umd das Tor
The tree framed door reappearing, found within the single clearing.
The key a leaf filled with what comes unnoticed in the night, and greets the day with show of light.
The path extends out from your feet, straight to where it and door meet.
Move swift and sure, both parts are done, by zenith reaching of the sun.


Loot: 836,6 gp


Harmony (Longbow of Warning)
Weapon (longbow), uncommon (requires attunement)

This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.

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.

Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.


Staff of Flowers
staff, common

The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.


10 Arrows verschossen

2023-08-17 18:59 CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light 1 205 10 The Mind Fortress (ring of mind shielding) Show

Teilnehmer:
(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10


Infos:
Priesterin der Jomdala, Ursallia Goldenflax
Mellany Goldenflax, älteste Tochter Goldenflax
Ich träumte, dass ich durch die Wälder nach Norden ging, dem Hirschpfad folgend, der durch Katzenschwänze und Kätzchenweiden markiert ist.
Dem Nordstrom folgend bis zur Lichtung fand ich einen Kreis mit einer Tür aus Amethyst. Die Tür führte zu einem magischen Ort, mit Böden aus schwarzem Marmor und mit einer Milliarde Sternen über meinem Kopf.
An diesem Ort war ein schwebender Fels von solcher Dunkelheit, er verdunkelte alles um sich herum.
Eine weibliche Stimme sprach in der Sprache der Halblinge zu mir:
Finde das Auge der Finsternis. Es ist der Kern des reinen Bösen und zieht die Untoten an, wie eine offene Flamme die Motten. Es muss sich irgendwo in der Nähe befinden. Wenn ihr euch seiner Mächtig macht, könnt ihr die Untoten aus eurem Dorf treiben.
So sagte es meine Göttin, die mir in ihrer Gnade ihren Rat schenkte um die Übel von dieser Welt zu vertreiben.


Ereignisse:
Nachdem sie einen Wald voller untoter Patrouillen mehr oder weniger unbemerkt durchquert hatten, stieß die Gruppe auf ein Amethystportal, das M'Tembezi als permanentes Arcan-Gate identifizierte. Nach einiger Beratung wagten sie den Schritt hindurch und fanden sich in einer Mindscape wieder, einem Teil der Magie des Magiers, der diese Domain erschaffen hatte. Dort wurden sie von einem Teil des Magiers, genannt "Chose", begrüßt, der erklärte, dass sie sich als würdig erweisen müssten, um ihre gesuchten Ziele zu erreichen.

Durch das Portal des Lichts traten sie in eine Kathedrale des Torm ein, wo sie vom anderen Teil des Magiers, genannt "Conscience", erwartet und geprüft wurden. Die letzte Prüfung bestand in einem lebensbedrohlichen Kampf mit einem Balor, der die junge Gruppe herausforderte. Tapfer stellten sie sich ihm entgegen und kämpften darum, anerkannt zu werden.

Als sie das Portal des Lichts wieder verließen, erhielten sie einen Schlüssel aus Licht. Beim Betreten des Azurtors wurden sie getrennt und fanden sich schwebend im Nebel wieder. Sylriel wurde von "Chose" begrüßt und in einem Lazarett platziert, wo ein kranker Abenteurer lag. Obwohl sie zunächst keine Krankheit feststellen konnte, entschied sie sich, eine Zauberrolle zu verwenden, um zu helfen. Chose stellte sie vor die Frage, ob sie bereit sei, das zu riskieren, was sie brauchte, um etwas zu versuchen, von dem sie nicht sicher war, ob es funktionieren würde. Sylriel antwortete, dass sie lieber etwas versuchen würde, als es zu bereuen, es nicht getan zu haben. Mit einem Lächeln und einem Nicken verschwand das Lazarett, und sie befand sich wieder im Nebel.

Sie folgte einem Weg und traf gleichzeitig mit den anderen auf einen azurblauen Lichtstrahl, in dem ein blauer Schlüssel schwebte. Gemeinsam gingen sie weiter, bis ein Lichtblitz sie zurück zum Tor brachte. Sie hatten nun die beiden Schlüssel.

M'Tembezi und Sylriel stellten sich auf beide Seiten des Tores und drehten die Schlüssel gemeinsam um. Das Tor öffnete sich und enthüllte eine Landschaft mit einem Turm. Eine Brücke aus Glas führte sie zur Spitze, wo das Auge der Dunkelheit schwebte. Auf beiden Seiten standen "Chose" und "Conscience" und erklärten, dass das Auge nur von einem getragen werden könne, der das meiste Licht im Herzen trage. Die Gefährten sahen sich an, und Sylriel trat vor, unterstützt von M'Tembezi und dem zögernden Einverständnis der anderen. "Ich werde die Dunkelheit ersticken", verkündete sie, und das Artefakt schwebte auf sie zu. "So sei es, mit dem Segen von Torm, Herz des Lichts", sagten Chose und Conscience im Einklang, als sie das Artefakt annahm. Ihr inneres Licht begann zu strahlen und unterdrückte die Dunkelheit des Auges. Ihre Brust, wo normalerweise das Herz wäre, strahlte nun sanft.

Als sie die Mindscape verließen, wurden sie von einer Horde Untoter angegriffen, angeführt von einer Medusa auf einem Skelettpferd. Nach einem harten Kampf, bei dem Sylriel kurzzeitig ohnmächtig wurde und von ihren Gefährten wiedererweckt wurde, gelang es ihnen, die Untoten zu vertreiben und die Medusa zu besiegen.

Zurück in Ursallia Goldenflax' Dorf übergaben sie das Auge den Wachen, die es zum Schutz des Dorfes einsetzten. Die Gruppe erholte sich von ihrem Abenteuer, das vorerst abgeschlossen war, während die umliegenden Bewohner gemeinsam daran arbeiteten, das Auge bestmöglich zu schützen.


Story Award: Heart of Light
One character – yours – was trusted by one of the spirits of Ravinan. This blessing manifests as a glowing light radiating from the character’s chest where their heart would be, while in the presence of the Eye of Darkness. This story award may have an impact in future Border Kingdoms adventures.


Loot: 180 gp
1x Potion of Climbing
1x Potion of Greater Healing


The Mind Fortress (ring of mind shielding)
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. 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.This item can be found in the Dungeon Master’s Guide.


verkauft:
1x Longbow +25gp (Neu: 50gp)


8x Arrows verschosssen

2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar 1 1083 10 Stout (+2 Longsword) Show

Teilnehmer:
(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none


Emerald Enclave
Unnatural things are stirring in the Qurth Forest. This ancient wood is one of the most pure and untouched places in the Realms. Discovery and elimination of the source of this taint is a must.
.
After being charged with recovering a relic of the ‘Bloodsword Baron’ by a distant relative
of the long dead Baron named Celban Hilathan, you have journeyed into the depths of the Qurth Forest.
You are told that some terrible evil has taken up residence underneath the ruins of a long abandoned keep and
is now actively collecting artifacts of the world of the living for some unknown purpose. Do you have
what it takes to survive the challenges of both the forest and the ruins and return with the prize?


Infos:
Pettl, Eladrin im Wald mit denen ein Abkommen besteht den Wald nicht unnötig zu stören.
Ruinen von Halkey liegen auf den Weg.
Starth Keep dort soll ein Helm sein.
Kurth Avallar ist der Name der geflüstert wird von der Natur des Waldes.
Mission Success: Death Kight in einer Weitentfernten Burg, und steckt hinter den Black Wyvern
Die Krypter ist Myrkul, Lord of Bones geweiht


Loot: 1083gp
1x Potion of Healing
1x Potion of Climbing
1x Spell Scroll of Blink
1x Spell Scroll of Fabricate
1x Spell Scroll of Major Image


Stout (+2 Longsword)
Weapon (longsword), rare, Table G

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.

This item can be found in the Dungeon Master’s Guide.


2023-05-07 19:30 CCC-GHC-BK1-04_I_Am_the_Fire 1 416 10 Ring of Fire Resistance Show

Teilnehmer:
(10) TimoL - Lydia - Variant Human - Bard 10 -Harpshadow
(9) Ineverexist - Yont Krast - Shadar-Kai - Artificer Armorer 9
(10) happy - Fenric - Woodelf - Ranger (Swarmkeeper) 10 - none
(10) Manfred Hase - Lew Sobolew - Half-Elf - Aberrant Mind Sorcerer 10 - Zhentarim
(10) AlexP. - Zarrar - Yuan Ti - Paladin 9 Warlock 1
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE


Loot: 416gp


Story Award: Burning Heart of Rymdyl
You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.a


Ring of Fire Resistance
Ring, rare (requires attunement)

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.


2023-05-07 18:13 Trade Log -5 Selendang Bomoh (Mantle of Spell Resistance) > Gwa’thern Faln Show Trade Log

Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212

2023-05-06 17:18 Purchase Log -1800 Show Purchase

gekauft:
3x Spell Scroll of Aura of Vitalität (-900gp)
1x Spell Scroll of Beacon of Hope (-300gp)
5x Holy Water (-100gp)
5x diamond dust worth at least 100 gp (-500gp)


2023-01-20 00:22 Trade Log -5 Bag of Holding > Bracers of Archery Show Trade Log

Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist)

2022-12-31 00:05 Rebuild Show

Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log.


Customizing your Origin:

High Elf------------------------------------------------------------>>Race: Aasimar
Ability one +2, one +1------------------------------------------->>Source: Ability +2, one +1
Dex +2, Wis +1---------------------------------------------------->>Chose: Dex +2, Wis +1
Skill Proficiencies: Perception--------------------------------->>Celestial Resistance:
Languages: Commen, Elvish------------------------------------>>Languages: Common, Celestial
Ability Score Point ´Buy:---------------------------------------->>Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------------>>St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


2022-12-30 20:16 CCC-GHC-BK1-03 The Darkest Knight 1 908.2 10 Tentacle Rod Show

Teilnehmer:
(10)thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - none
(9) Folk2K - Sil - V. Human - Arti4 Wiz5 - Force Grey
(8) Yaidz - Alistair - V.Human - Warlock 10
(7) Claudia N. - Gracie - TCL (Vampirate) - Swashbuckler 4/Shadow Sorcerer 3


Sylriel wurde Reincarnate in eine High Elfe von Jimmy Plane nachdem ihr Gehirn von einem Intellect Devourer zu einer Puppe gemacht worden war.


Customizing your Origin:
.
Race: Aasimar---------------------------------------------->> High Elf
Source: Ability +2, one +1-------------------------------->> Ability one +2, one +1
Chose: Dex +2, Wis 1-------------------------------------->> Bleibt
Celestial Resistance:-------------------------------------->> Skill Proficiencies: Perception
Languages: Common, Celestial-------------------------->> Languages: Commen, Elvish
Ability Score Point ´Buy:---------------------------------->> Ability Score Point ´Buy:
St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8------------>> St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8


Loot: 908,2 gp
1x Spell Scroll of Identify
7 Peile verschossen


Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.


2022-12-30 19:53 Purchase Log -1900 Show Purchase

gekauft:
Spellkomp.:
3x Diamonds worth 300 gp
2x Diamond dust worth at least 100 gp
4x 25 gp worth of powdered silver (gesamt: 200gp)


Spellscrolls:
1x Spell scroll of Greater Restoration 600 gp


Monition:
2x 20 Arrows 2 gp (40)


2022-07-09 21:28 CCC-GHC-BK01-02 The Tithes that Bindes 1 200 10 Death's Head (Mace of Disruption) Show

Teilnehmer:
Ka'Lia (Maluku Seito)
Kimon (Charlie)
Franky (Yaidz)
Sylriel Sunriver (Arikatzi020)
Sprout (thebaconing)
Sir Taki (Jannis D.)


Pryarr Orglas, Argus, ARGUS ARGENTO, MARDIN THANDALLEVE


Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.


Story Award: Champion of All Souls
You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you.
Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.


+1 lvl War Cleric =5

2022-07-08 18:13 ELM2-1 Tendrils in the Fog 1 500 30 Portebl Hole (Rotten) Show

Teilnehmer:
(8) Yaidz - Chikara - V Human - Fighter 6 Monk 2
Maluku Seito - Shimmers - Fairy - Rune Knight 6
(6) Trava - Enikerym Lohaya - Half-Elf - Samurai 6
(8)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 3 - none
Eisenbrei - Chalstra Teken'iryn - Drow - Fighter 2, Wizard (Bladesinger) 7 - Lord's Alliance
(8) C0ldW0lf - Aurélie de la Montagne - Fairy - Rogue 7/Warlock 1 - Cloaks


gekauf:
2x Potion of Greater Healing -200gp


Story Award: Friends of Tenebrosus
Friends of Tenebrosus: If the characters had a substantially positive interaction with the tiefling Tenebrous, then give the characters this story reward. Consequences will be detailed in a future Baldman Games Elmwood adventure.


Story Award: Friend of Mercy Hill
Friend of Mercy Hill - for returning the wagon to the fledgling community of former cultists, escaped gladiatorial slaves, and reformed ruffians trying to make amends, you have their thanks. Provided that you work at least 2 hours a day in their farms and do not ask questions about their past lives and transgressions, you may enjoy low lifestyle for free while staying there.


+1 lvl War Cleric = lvl 4
Chose: Piercer Feat


  • 20 Downtime von Assignment 2 Season 11b Service Award ergänzt.

2022-06-03 20:00 CCC-SFBAY-02-04 Under Earth & Stone 1 300 10 Traveler's Hearth (Stone of Controlling Earth Elementals) Show

Teilnehmer:
(7)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 5, War Cleric lvl 2 - none
Maluku Seito - Zinnia - Fairy - Wild Magic Sorceress 5
(7) Jannis D. - Miss Terry - High Elf - Artificer 7
(6) C0ldW0lf - Cy'lixx - Shadar-Kai - Fighter 6 - none
Ausgewürfelt (Rollbuttler): Nemo - Einherjar (Odem) - Human Variant - Paladin6/Warlock 4


Clans Grungison steht in ihrer Schuld
(Grungison vergelt's)
Traveler’s Heart


Marthammor Duin
The traveler’s heart shines brightly for our kin.

The Duingrim dwarves were a small and relatively poor clan with few renowned ancestors by dwarf standards. They became a vassal of the mountain kingdom of Hara Vallahir when that wealthy realm financed and supplied a Duingrim expedition. The clan chose the remote land between the Vercy Woods and Galena Mountains.
Initial prospecting uncovered only copper, but the find was great enough to draw the clan’s attention. They set pick to stone in a narrow valley near the Vercy Woods and founded the Duindelve mine.
They soon realized the craggy hills of the region were honeycombed with caves, some worming far below the surface into the Underdark. As the dwarves worked, they opened and connected dozens of caverns and discovered many natural splendors, but failed to find the valuable deposits the region was renowned for—silver and bloodstone.

As they dug, miners reported giant spiders and web-filled chambers in the deeper tunnels. Operations were halted as scouts assessed the danger. While dwarven priests detected faint amounts of Underdark faerzress pervading parts of the mine, the most unexpected discovery was how meek the spiders were. The large arachnids seemed docile and expectant of the dwarves as though waiting for something. The clan gathered to discuss the vermin, how to effectively clear them and their webs. Most voted to simply seal the infested sections unless they contained ore. As the clan discussed the issue, a curious Duingrim bard used her magic to speak with the spiders. She discovered they were a domesticated breed escaped from the drow city of Maerimydra, where they had been reared for both their silk and ritual purposes. Their docility was a consequence of their selective breeding and captivity. The bard suggested keeping the spiders as livestock and harvesting their silk. The dwarves scoffed, “Such things aren’t proper for dwarves.”
However, the miners had made it clear how difficult the webs were to clear from the passageways. The only thing that could reliably do so was fire, which is a hazard in areas of poor ventilation beneath the earth.
Begrudgingly, the clan accepted the idea, but there were many grumbles—"What kind of dwarf keeps spiders and weaves silk? Such things are for dishonest drow and humans who don’t know any better.” But the silk textile proved valuable for both its texture and durability, and the Duingrim began exporting a variety of products. Soon the clan had
repaid their debt to Hara Vallahir and the Duingrim became both a trade post and a settlement.

To honor the Duingrim, Vallahir gifted the clan a powerful item called the Zanderonn, an object capable of controlling the earth. The copper mine was eventually closed, passages were sealed behind gates and rock falls to keep the settlement safe. Ettercaps had begun to infest the deeper tunnels.
What space remained within the mine was dedicated to spider hatcheries and the growing of giant, edible mushrooms for food and export. The spiders themselves were fed goats grazed in the nearby hills.


Traveler's Hearth (Stone of Controlling Earth Elementals)
Wonderous Item (rare)
The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron.
The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.


2022-05-28 19:02 WBW-DC-DMM-01 The Soltitude of Solace 1 788.33 10 Once was Solace (Talking Doll), Selendang Bomoh (Mantle of Spell Resistance), Tongcat Nenek Kebayan (Staff of Healing) Show

Teilnehmer:
(6)Arikatzi020 - Sylriel - Aasimar - ranger hunter lvl 5, war cleric lvl 1 - none
(7)Maluku Seito - Jenna - Aasimar - Paladin of Conquest 7
(8) Folk2K - Tyla - TCL - Lore Bard 8 - none
(10) Fr3edom - Grant Amerys - Human V - Fighter 10
(10) Verchecktor - Garren Halt - halfelf - bladesinger 10 - Harpers
(10) Jannis D. - Kaiser Soße - Human - Warlock 10


FARHAN’S ROCK kleiner Ort 2 Tage vor Baldurs Gate
Rohaini Weisenkind was verschwunden ist
Gia ehemalige Schmiedin
Zurinn Vorstand


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.


Tongcat Nenek Kebayan (Staff of Healing)

Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)

This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

2022-05-27 18:27 Trade Log -5 Figurine of wondrous Power, Silver Raven > Longbow +1 Show Trade Log

getauscht von Sylriel (Arikatzi020)
Figurine of wondrous Power, Silver Raven
Longbow +1bekommen von Neve (Arikatzi 020)
https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/918838

2022-05-26 13:54 WBW-DC-MOM-01 One Moment 1 316.66 10 Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross), Fabric of Time (Guardian Mantle of Spell Resistance) Show

Teilnehmer:
Manfred Hase - Maria degli Angeli del Monte Celeste - TCL - Swordsbard 8 / Hexblade 2
C0ldW0lf - Kasumi - Human - Ranger 3 / Monk 3 - none
Yaidz - Lady Shia - Half Elf - Ranger 9
(5)Arikatzi020 - Sylriel Sunriver - Aasimar (Sunelf like) - Hunter Ranger lvl 4, War Cleric lvl1 - non
(10) Folk2K - Kass - V.Human - Rouge1/Warlock5/Ranger4- Harper


Yon key lies within thee
A smidgen will do
To dissolve your fears
You’ll soon see it through


Right is the time
Here is the place
Wise is the way
Else feel death’s embrace


When I lie,
I become everything.
Shorn in half,
I am reduced to nothing.
What am I?


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

You went to momentous efforts to identify Xanathar’s one true pet, Sylgar. Such proficient trawling is recognized by quippers ranging far and wide, and all checks of a piscatory nature within the domain of Momentum may be made at advantage.


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.


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.


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.


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.