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:
20
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),
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),
Leather Armor +1

Log Entries

Date Played Adventure Title ▼ Session Levels GP Downtime Magic Items
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.


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.


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.


2022-07-09 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

2022-05-08 22:25 Catching up 1 -10 Show

+1 lvl in War Cleric

2022-05-12 13:13 catching up 1 -10 Amulet of the Devout +1 Show

+1 lvl Hunter Ranger
lvl 4 feat Sharpshooter
lvl 5 Magic Item Chose: Amulet of the Devout +1

2022-06-06 19:50 Assignment 2 Season 11b Dragon Wing Longbow Show DM Log

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.


Date Played Adventure Title ▼ Tier Session ACP TCP Downtime Renown
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.


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.


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.


2022-07-09 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

2022-05-08 22:25 Catching up -10 Show

+1 lvl in War Cleric

2022-05-12 13:13 catching up -10 Show

+1 lvl Hunter Ranger
lvl 4 feat Sharpshooter
lvl 5 Magic Item Chose: Amulet of the Devout +1

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

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.


Date Played Adventure Title ▼ Session XP GP Downtime Renown Magic Items
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.


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.


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.


2022-07-09 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

2022-05-08 22:25 Catching up -10 Show

+1 lvl in War Cleric

2022-05-12 13:13 catching up -10 Amulet of the Devout +1 Show

+1 lvl Hunter Ranger
lvl 4 feat Sharpshooter
lvl 5 Magic Item Chose: Amulet of the Devout +1

2022-06-06 19:50 Assignment 2 Season 11b Dragon Wing Longbow Show DM Log

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.