Adventure Logsheet
Sylriel Sunriver Size: 165 (medium) Weigth: 35kg Eyes: Gold/Orang leuchtend Hair: Blond Skin: leicht gebräunt, goldig scheinend Costomizing your Origin: Race: Protector Aasimar Source: Ability +2, one +1 Chose: Dex +2, Wis +1 Language Proficiencies: Common, Celestial Ability Score Point ´Buy: St 8, Dex 15, Con 14, Int 10, Wis 15, Cha 8 Class: Ranger Skill Proficiencies: Perception, Stealth, Athletics Deft Explorer This feature replaces the Natural Explorer feature. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies.Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Language Proficiencies: Sylvan, Draconic, Perception Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Favored Enemy: Undead Favored Enemy Language: Abyssal Golden Guide (Outlander) Skill Proficiencies: Survival, Acrobatics (Prof. Swop: Athletics zu Acrobatics) Language Proficiencies: Elvish Proficiencies Tools: Woodcarver's Tools Feat: Skilled Sleight of Hand, Animal Handling, Sleide of Hand Biography Sylriel Sunriver, die Aasimar, wurde in Evereska als das ersehnte Kind eines normalen Sunelfen-Paares geboren. Die Stadt war eine Zuflucht für viele Elfenarten, und Sylriels Eltern führten ein gutes Leben in dieser harmonischen Umgebung. Doch mit der Geburt ihrer Tochter begann Unruhe in ihrem Leben. Sylriels Erscheinung glich der einer gewöhnlichen Sunelfe, doch als sie ihre Augen öffnete, stockte ihren Eltern der Atem. Goldene, fast orangefarbene Augen leuchteten, und ihre Haut schien vergoldet zu sein. Anfangs verstanden ihre Eltern nicht, was dies zu bedeuten hatte, aber nach dem ersten Schock liebten sie ihre Tochter bedingungslos. Sylriel wuchs zu einem lebhaften Mädchen heran, das nicht nur ein Talent für den Bogen, sondern auch magische Fähigkeiten zeigte. Die Priester verschiedener Götter wollten sie als Acolythe haben, doch Sylriels Eltern ließen ihr die Freiheit, sich zu entwickeln. Auf ihrer Suche nach ihrer Bestimmung besuchte sie viele Tempel, aber unter den wachsamen Augen von Solonor Thelandira fand sie ihre Berufung. Ihr Lehrmeister erkannte schnell, dass sie keine typische Priesterin war, und arrangierte ein spezielles Training. Der zweite Teil ihrer Ausbildung wurde einem alten Freund des Lehrmeisters überlassen, der, obwohl er nicht offiziell der Priesterschaft angehörte, der perfekte Lehrer für Sylriel war. Über 15 Jahre hinweg lernte sie die Kunst der Jagd und Führung durch die Wildnis. Gleichzeitig vertiefte sie sich in die Lehren ihres Gottes, die sie manchmal zu streng interpretierte. Nach weiteren vier Jahren begann sie alleine Führungen durch unwirtliche Gefilde. Obwohl sie für ihre Eltern und Freunde noch immer ein Kind war, sehnte sie sich nach langen Reisen. Eines Tages verschwand einer ihrer Lehrmeister nach einer Führung durch den Forest of Wyrms. Sylriel spürte, dass etwas Dunkleres im Gange war, und wollte einen Suchtrupp zusammenstellen. Doch aufgrund ihres Alters wurde ihr kaum Gehör geschenkt. Entschlossen, nach ihm zu suchen, schlich sie sich eines Nachts klammheimlich davon und hinterließ ihren Eltern eine Erklärung. Die Umgebung um Evereska kannte sie wie ihre Westentasche, und so machte sie sich mit Bogen und wenigen Habseligkeiten auf ein Abenteuer, von dem sie wusste, dass es ihr Leben für immer verändern würde. . Sylriel Sunriver, die Aasimar, geboren als Sunelf, strahlt eine beeindruckende Anmut aus. Ihr Aussehen gleicht dem einer Sunelfe, doch ihre gold/orangen Augen leuchten im Sonnenlicht intensiver als bei anderen Elfen. Die Haut von Sylriel wirkt, als hätte man sie vergoldet, verleiht ihr einen göttlichen Glanz. Ihr goldblondes Haar reicht fast bis zu ihren Knien und ist meist zu einem langen Pferdeschwanz gebunden, gehalten von einer weißen Spange. Ein Stirnreif ziert ihr Haupt und hält wilde Strähnen aus ihrem Gesicht. In ihrer Rüstung, die einen ledernen und schuppenartigen Look vereint, trägt Sylriel weise Federn, die ihre Schultern, Armschützer und Teile ihrer rechten Seite schmücken, als würden sie organisch mit ihrem Körper verschmelzen. Zwischen den Metalteilen der Rüstung sind weises, braunes und schwärzliches Leder kunstvoll eingearbeitet. Ihr heiliges Symbol ist geschickt unter der Rüstung verborgen. Die Pfeile in ihren Köchern scheinen silbrig zu sein, während ihre Federung in einem Blattgrün schimmert. Ihr edel wirkender Bogen strahlt im Sonnenlicht und hat einen braunen Griff, der in ein blau-weißes Material übergeht, das am Ende wieder schneeweiß wird. Die Sehne ist kaum sichtbar und fast unhörbar, wenn sie den Bogen spannt. Trotz ihres auffälligen Äußeren kann Sylriel in der Masse fast verschwinden, da ihre Präsenz zu verschwimmen scheint, wenn sie nicht gesehen werden möchte. Ihr äußeres Erscheinungsbild spiegelt die Verbindung zu ihrer göttlichen Führung und ihre Bestimmung als Jägerin und Dienerin Solonor Thelandiras wider. Die innere Solar Tyrael, der Geist, der in Sylriel wohnt, ist eine spirituelle Präsenz, die ihre Existenz als Aasimar definiert. Störend und liebevoll zugleich, fungiert Solar Tyrael als göttliche Verbindung zu Solonor Thelandira. Diese innere Stimme wirkt als Führer und Beraterin, die Sylriel auf den rechten Weg weist. Mit einer liebevollen Hand führt sie die junge Elfe, ermutigt sie, ihre Fähigkeiten zu nutzen, und gibt ihr kluge Ratschläge, um ihre Bestimmung als Jägerin und Dienerin ihres Gottes zu erfüllen. Durch Solar Tyrael erfährt Sylriel eine spirituelle Verbindung zu einer höheren Macht, die sie leitet und schützt, während sie sich auf ihr Abenteuer fernab von Evereska begibt.
*** TRADE ENTRY ***
Verkauft: 1x Hunting trap (Neupreis5gp) +2,5gp Gekauft: 1x Woodcarver's Tools -1gp 20x Arrows -1gp
Teilnehmer: (1) Yaidz - Dragolin - Goblin - Sorcerer 1 (1) Raimundo_O - Zarduk - Hobgoblin - Wizard 1 - EE (1)Arikatzi020 - Sylriel Sunriver - Protector Aasimar - Ranger lvl1 - none (4) Schlauch - Gorr - Tashas Custom Lineage - Barbarian 4 - none (1) Folk2K - Jorrick - Artificer1 - none Hat am anfang ihre 10,5 gp verspielt Adlerklaue auf einer Gans. Einen Hühner guten morgen ich bin mir sicher Der eistaucher wird ihn großartig machen. Eule und Fink Gans und Möwe Truhthan und Adler Fink und Rabe Seetaucher und Hühner Rabe und Eule Möwe und Ente Ente und Truhthahn Loot: 1x POTION OF GREATER HEALING STAFF OF BIRDCALLS Staff, common This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. This item is found in the Xanathar’s Guide to Everything. The staff is also decorated with different bird feathers attached on one of its end. FIGURINE OF WONDROUS POWER,SILVER RAVEN Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This item is found in the Dungeon Master’s Guide. Instead of a figurine, this item has the appearance of a silver raven egg. 3x Pfeile verschossen +1 lvl in Ranger
Adventure Logsheet
+1 lvl in War Cleric
*** TRADE ENTRY ***
gekauft: 1x Holy Symbol Amulet gekauft -5gp (Fluff hatte sie schon von ihrer Zeit in Evereska) 1x Painter's Supplies -10gp 1x Druidic Focus Totem -1gp (Fluff Teile ihrer Rüstung sind befedert) 1x Studded Leather Armor -45gp verkauft: 1x Scale Mail (Neupreis50gp) +25gp
Teilnehmer: (3) thebaconing - Dortor Strongflight - Rock Gnome - Wizard 3 (3) Arikatzi020 - Sylriel Sunriver - Protector Aasimar - Ranger lvl 2, War Cleric lvl 1 - none (2) Folk2K- Jorrick - Artificer 2- Order of the G (3) Raimundo_O- Zarduk- Hobgoblin- Wizard 3 - EE (2) Jona S. - Xanborin - Halfelf - Wizard 2 - Harpers (2) Yell0w - Dewdrop Rock - Fairy - Paladin (2) - Lord's Alliance (4) Chrls - Johannes Meradon - Mensch - Wizard 4 Da übernachtet man einmal in einer Bücherei und wird gleich verhext.... seufts. See a mother scything wheat Sleeping husband hidden near With one swing she took his feet Another took his ear Why? Thinks it a game Avoids the blame It’s Name? SHEMSHIME SHEMSHIME See a dog that knows to heel Never heeds plea nor command Mother gave a tasty meal Instead dog eats her hand Why? Thinks it a game Avoids the blame It’s Name? SHEMSHIME SHEMSHIME See a son doing his chores Washing clothes for folk in town Fell into the river’s roar Sank to the depths and drowned Why? Thinks it a game Avoids the blame It’s Name? SHEMSHIME SHEMSHIME Hat Shadows gesehn Loot: Trinket Muschel If a character uses an action to wind the mechanical oyster with the key, the oyster produces soothing ocean sounds for 10 minutes. Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Ranger lvl 3 Hunter Subclass gewählt 2 Arrows verschossen
Adventure Logsheet
+1 lvl Hunter Ranger lvl 4 feat Sharpshooter lvl 5 Magic Item Chose: Amulet of the Devout +1
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.
*** TRADE ENTRY ***
getauscht von Sylriel (Arikatzi020) Figurine of wondrous Power, Silver Raven Longbow +1bekommen von Neve (Arikatzi 020) https://www.adventurersleaguelog.com/users/36450/characters/87768/tradelogentries/918838
Adventure Logsheet
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
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.
*** DM ENTRY ***
gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days Dragon Wing Longbow Weapon, rare (requires attunement) The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Adventure Logsheet
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.
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
*** PURCHASE ENTRY ***
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)
Adventure Logsheet
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.
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
*** TRADE ENTRY ***
Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/tradelogentries/1033368 Jarro Jarro Greyward (Ineverexist)
Adventure Logsheet
*** PURCHASE ENTRY ***
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)
*** TRADE ENTRY ***
Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/tradelogentries/1054212
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.
Adventure Logsheet
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.
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
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
Adventure Logsheet
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.
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.
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.
Adventure Logsheet
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