Sylriel Sunriver
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 | ||
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2023-07-23 15:30 | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | 1 | 1083 | 10 | Stout (+2 Longsword) | Show | ||
Teilnehmer: Emerald Enclave Infos: Loot: 1083gp Stout (+2 Longsword) 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. |
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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: Infos: Ereignisse: 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 Loot: 180 gp The Mind Fortress (ring of mind shielding) 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: 8x Arrows verschosssen |
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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 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. 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. 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. 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. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-03-16 18:11 | CCC-UNITE-007 The Second Exodus of Syln Nahail | 1 | 836.6 | 10 | Harmony (Longbow of Warning), Staff of Flowers | Show | ||
Teilnehmer: Info: Das Rätzel umd das Tor Loot: 836,6 gp Harmony (Longbow of Warning) This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song. Staff of Flowers The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though. This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. 10 Arrows verschossen |
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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: Info: Loot: 800gp Story Awards: Vengful Hand of Justice 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. 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. This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.) |
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2025-01-06 16:55 | Reworkt Starting Log and Rest Changes for 2024 Rules | -103 | -100 | Show | ||||
Sylriel SunriverSize: 175 (medium) Costomizing your Origin: Class: Ranger Golden Guide (Outlander) Ranger Equipment MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History. |
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Item Tracker | Show | |||||||
List Of Magic Items For Adventures(3/3) Uncommon+: (3/5) Common: (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS: - Total Magic Items:Commen: Uncommen: Rare: Very Rare: Leagendary: Total Consumables: 4x Potion of Greater Healing Spell Comp: |
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2025-01-06 20:00 | FR-DC-CTT Creepy Tavern Tales | 1 | 100 | 10 | Raven Queen´s Neckles of Prayerbeads (6 Beads), "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)), Sarion´s Spare Helmet (Dreath Helm) | Show | ||
Teilnehmer: Info: verbraucht: Loot: 100gp Undeath Poisen (Restorative Ointment (5 Charges) This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. Tear of Selune (Gem of Brightness) This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight: 1 This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. Story Award: Ageinst the Natural Order Story Aword: Eternel Love Story Award: The Art of Transmutation Story Award: Last Rest Stora Award: An unending Story Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures) Sarion´s Spare Helmet (Dreath Helm) This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Raven Queen´s Neckles of Prayerbeads (6 Beads) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. |
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2025-05-03 18:33 | Trade Log | -5 | Tongcat Nenek Kebayan (Staff of Healing) > Leather Armor +1 | Show Trade Log | ||||
Tradet with Aora https://www.adventurersleaguelog.com/users/36450/characters/105851/trade_log_entries/1203670 |
Date Played | Adventure Title | Tier | Session | ACP | TCP ▲ | Downtime | Renown | |
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2023-07-23 15:30 | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | 1 | 10 | Show | ||||
Teilnehmer: Emerald Enclave Infos: Loot: 1083gp Stout (+2 Longsword) 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. |
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2023-08-17 18:59 | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | 1 | 10 | Show | ||||
Teilnehmer: Infos: Ereignisse: 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 Loot: 180 gp The Mind Fortress (ring of mind shielding) 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: 8x Arrows verschosssen |
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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 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. 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. 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. 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. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-03-16 18:11 | CCC-UNITE-007 The Second Exodus of Syln Nahail | 1 | 10 | Show | ||||
Teilnehmer: Info: Das Rätzel umd das Tor Loot: 836,6 gp Harmony (Longbow of Warning) This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song. Staff of Flowers The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though. This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. 10 Arrows verschossen |
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2024-04-03 18:35 | CCC-HERO-BK-02-02 Flight of the Wyvern | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: 800gp Story Awards: Vengful Hand of Justice 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. 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. This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.) |
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2025-01-06 16:55 | Reworkt Starting Log and Rest Changes for 2024 Rules | -100 | Show | |||||
Sylriel SunriverSize: 175 (medium) Costomizing your Origin: Class: Ranger Golden Guide (Outlander) Ranger Equipment MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History. |
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Item Tracker | Show | |||||||
List Of Magic Items For Adventures(3/3) Uncommon+: (3/5) Common: (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS: - Total Magic Items:Commen: Uncommen: Rare: Very Rare: Leagendary: Total Consumables: 4x Potion of Greater Healing Spell Comp: |
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2025-01-06 20:00 | FR-DC-CTT Creepy Tavern Tales | 1 | 10 | Show | ||||
Teilnehmer: Info: verbraucht: Loot: 100gp Undeath Poisen (Restorative Ointment (5 Charges) This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. Tear of Selune (Gem of Brightness) This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight: 1 This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. Story Award: Ageinst the Natural Order Story Aword: Eternel Love Story Award: The Art of Transmutation Story Award: Last Rest Stora Award: An unending Story Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures) Sarion´s Spare Helmet (Dreath Helm) This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Raven Queen´s Neckles of Prayerbeads (6 Beads) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. |
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2025-05-03 18:33 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Aora https://www.adventurersleaguelog.com/users/36450/characters/105851/trade_log_entries/1203670 |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2023-07-23 15:30 | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | 1 | 1083 | 10 | Stout (+2 Longsword) | Show | ||
Teilnehmer: Emerald Enclave Infos: Loot: 1083gp Stout (+2 Longsword) 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. |
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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: Infos: Ereignisse: 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 Loot: 180 gp The Mind Fortress (ring of mind shielding) 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: 8x Arrows verschosssen |
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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 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. 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. 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. 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. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-03-16 18:11 | CCC-UNITE-007 The Second Exodus of Syln Nahail | 1 | 836.6 | 10 | Harmony (Longbow of Warning), Staff of Flowers | Show | ||
Teilnehmer: Info: Das Rätzel umd das Tor Loot: 836,6 gp Harmony (Longbow of Warning) This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song. Staff of Flowers The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though. This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. 10 Arrows verschossen |
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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: Info: Loot: 800gp Story Awards: Vengful Hand of Justice 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. 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. This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.) |
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2025-01-06 16:55 | Reworkt Starting Log and Rest Changes for 2024 Rules | -103 | -100 | Show | ||||
Sylriel SunriverSize: 175 (medium) Costomizing your Origin: Class: Ranger Golden Guide (Outlander) Ranger Equipment MAGICAL GIFT (TRAINING - HISTORY) Aus WBW-DC-MOM-01 One Moment eingelöst This guided jaunt through the inconstant depths of time has led to a far greater understanding of the imprecise and mutable nature of history. By spending 100 downtime days plus 100 gp, the character may gain Proficiency in History. |
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Item Tracker | Show | |||||||
List Of Magic Items For Adventures(3/3) Uncommon+: (3/5) Common: (10/10) Consumables: CARRIED BLESSINGS, BOONS, & CHARMS: - Total Magic Items:Commen: Uncommen: Rare: Very Rare: Leagendary: Total Consumables: 4x Potion of Greater Healing Spell Comp: |
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2025-01-06 20:00 | FR-DC-CTT Creepy Tavern Tales | 1 | 100 | 10 | Raven Queen´s Neckles of Prayerbeads (6 Beads), "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)), Sarion´s Spare Helmet (Dreath Helm) | Show | ||
Teilnehmer: Info: verbraucht: Loot: 100gp Undeath Poisen (Restorative Ointment (5 Charges) This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease. Tear of Selune (Gem of Brightness) This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Weight: 1 This gem is a selunite artifact which contains the concentrated light of the moonmaiden. It can pierce even the darkest shadows and guides the way to safety. In cold moonlit nights when you hold this gem you feel as if someone is smiling down upon you. Story Award: Ageinst the Natural Order Story Aword: Eternel Love Story Award: The Art of Transmutation Story Award: Last Rest Stora Award: An unending Story Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures) Sarion´s Spare Helmet (Dreath Helm) This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? "Amu's fabulous Tales of Toril" (Deck of Illusion (34 Cards)) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Raven Queen´s Neckles of Prayerbeads (6 Beads) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. |
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2025-05-03 18:33 | Trade Log | -5 | Tongcat Nenek Kebayan (Staff of Healing) > Leather Armor +1 | Show Trade Log | ||||
Tradet with Aora https://www.adventurersleaguelog.com/users/36450/characters/105851/trade_log_entries/1203670 |