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.


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

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


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


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


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


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

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


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

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


ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)

Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.


FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.


MAGICAL GIFT (TRAINING - HISTORY)

This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history.

By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History.


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.


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

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


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


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

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


Tongcat Nenek Kebayan (Staff of Healing)

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

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


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

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

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


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


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

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

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

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


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

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


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

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


gekauf:
2x Potion of Greater Healing -200gp


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


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


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


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

2022-07-09 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

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.


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.


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.


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

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


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


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


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


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

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


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

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


ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)

Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.


FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.


MAGICAL GIFT (TRAINING - HISTORY)

This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history.

By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History.


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.


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

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


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


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

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


Tongcat Nenek Kebayan (Staff of Healing)

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

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


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

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

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


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


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

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

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

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


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

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


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

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


gekauf:
2x Potion of Greater Healing -200gp


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


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


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


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

2022-07-09 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

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.


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.


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.


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

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


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


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


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


Story Award: THE RIGHT QUIP AT THE RIGHT TIME

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


Loot:
1x POTION OF WATER BREATHING


KEOGHTOM’S OINTMENT

Wondrous item, uncommon

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


ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)

Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.


FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.


MAGICAL GIFT (TRAINING - HISTORY)

This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history.

By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History.


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.


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

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


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


Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

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


Tongcat Nenek Kebayan (Staff of Healing)

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

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


neue studdet leatherrüstung gekauft da alte beschleimt war -45 gp

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

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


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


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

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

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

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


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

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


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

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


gekauf:
2x Potion of Greater Healing -200gp


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


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


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


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

2022-07-09 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

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.


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.