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,
Talking Doll,
Zion Defina (Bracers of Defence)
Log Entries
Date Played | Adventure Title | Session ▼ | Levels | GP | Downtime | Magic Items | ||
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2022-05-02 21:44 | Starting Log (Aktualisiert: 22.12.2022) | 10 | Show | |||||
Sylriel SunriverSize: 165 (medium) Costomizing your Origin: Class: Ranger Favored Enemy Golden Guide (Outlander) BiographySylriel Sunriver, die Aasimar, wurde in Evereska als das ersehnte Kind eines normalen Sunelfen-Paares geboren. Die Stadt war eine Zuflucht für viele Elfenarten, und Sylriels Eltern führten ein gutes Leben in dieser harmonischen Umgebung. Doch mit der Geburt ihrer Tochter begann Unruhe in ihrem Leben. Sylriels Erscheinung glich der einer gewöhnlichen Sunelfe, doch als sie ihre Augen öffnete, stockte ihren Eltern der Atem. Goldene, fast orangefarbene Augen leuchteten, und ihre Haut schien vergoldet zu sein. Anfangs verstanden ihre Eltern nicht, was dies zu bedeuten hatte, aber nach dem ersten Schock liebten sie ihre Tochter bedingungslos. Sylriel wuchs zu einem lebhaften Mädchen heran, das nicht nur ein Talent für den Bogen, sondern auch magische Fähigkeiten zeigte. Die Priester verschiedener Götter wollten sie als Acolythe haben, doch Sylriels Eltern ließen ihr die Freiheit, sich zu entwickeln. Auf ihrer Suche nach ihrer Bestimmung besuchte sie viele Tempel, aber unter den wachsamen Augen von Solonor Thelandira fand sie ihre Berufung. Ihr Lehrmeister erkannte schnell, dass sie keine typische Priesterin war, und arrangierte ein spezielles Training. Der zweite Teil ihrer Ausbildung wurde einem alten Freund des Lehrmeisters überlassen, der, obwohl er nicht offiziell der Priesterschaft angehörte, der perfekte Lehrer für Sylriel war. Über 15 Jahre hinweg lernte sie die Kunst der Jagd und Führung durch die Wildnis. Gleichzeitig vertiefte sie sich in die Lehren ihres Gottes, die sie manchmal zu streng interpretierte. Nach weiteren vier Jahren begann sie alleine Führungen durch unwirtliche Gefilde. Obwohl sie für ihre Eltern und Freunde noch immer ein Kind war, sehnte sie sich nach langen Reisen. Eines Tages verschwand einer ihrer Lehrmeister nach einer Führung durch den Forest of Wyrms. Sylriel spürte, dass etwas Dunkleres im Gange war, und wollte einen Suchtrupp zusammenstellen. Doch aufgrund ihres Alters wurde ihr kaum Gehör geschenkt. Entschlossen, nach ihm zu suchen, schlich sie sich eines Nachts klammheimlich davon und hinterließ ihren Eltern eine Erklärung. Die Umgebung um Evereska kannte sie wie ihre Westentasche, und so machte sie sich mit Bogen und wenigen Habseligkeiten auf ein Abenteuer, von dem sie wusste, dass es ihr Leben für immer verändern würde. In ihrer Rüstung, die einen ledernen und schuppenartigen Look vereint, trägt Sylriel weise Federn, die ihre Schultern, Armschützer und Teile ihrer rechten Seite schmücken, als würden sie organisch mit ihrem Körper verschmelzen. Zwischen den Metalteilen der Rüstung sind weises, braunes und schwärzliches Leder kunstvoll eingearbeitet. Ihr heiliges Symbol ist geschickt unter der Rüstung verborgen. Die Pfeile in ihren Köchern scheinen silbrig zu sein, während ihre Federung in einem Blattgrün schimmert. Ihr edel wirkender Bogen strahlt im Sonnenlicht und hat einen braunen Griff, der in ein blau-weißes Material übergeht, das am Ende wieder schneeweiß wird. Die Sehne ist kaum sichtbar und fast unhörbar, wenn sie den Bogen spannt. Trotz ihres auffälligen Äußeren kann Sylriel in der Masse fast verschwinden, da ihre Präsenz zu verschwimmen scheint, wenn sie nicht gesehen werden möchte. Ihr äußeres Erscheinungsbild spiegelt die Verbindung zu ihrer göttlichen Führung und ihre Bestimmung als Jägerin und Dienerin Solonor Thelandiras wider. Die innere Solar Tyrael, der Geist, der in Sylriel wohnt, ist eine spirituelle Präsenz, die ihre Existenz als Aasimar definiert. Störend und liebevoll zugleich, fungiert Solar Tyrael als göttliche Verbindung zu Solonor Thelandira. Diese innere Stimme wirkt als Führer und Beraterin, die Sylriel auf den rechten Weg weist. Mit einer liebevollen Hand führt sie die junge Elfe, ermutigt sie, ihre Fähigkeiten zu nutzen, und gibt ihr kluge Ratschläge, um ihre Bestimmung als Jägerin und Dienerin ihres Gottes zu erfüllen. Durch Solar Tyrael erfährt Sylriel eine spirituelle Verbindung zu einer höheren Macht, die sie leitet und schützt, während sie sich auf ihr Abenteuer fernab von Evereska begibt. |
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2022-05-02 23:46 | Trade Log | 0.5 | Show Trade Log | |||||
Verkauft: |
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2022-05-08 22:25 | Catching up | 1 | -10 | Show | ||||
+1 lvl in War Cleric |
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2022-05-08 23:13 | Trade Log | -36 | Show Trade Log | |||||
gekauft: |
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2022-05-12 13:13 | catching up | 1 | -10 | Amulet of the Devout +1 | Show | |||
+1 lvl Hunter Ranger |
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2022-05-27 18:27 | Trade Log | -5 | Figurine of wondrous Power, Silver Raven > Longbow +1 | Show Trade Log | ||||
getauscht von Sylriel (Arikatzi020) |
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2022-12-30 19:53 | Purchase Log | -1900 | Show Purchase | |||||
gekauft: Spellscrolls: Monition: |
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2022-12-31 00:05 | Rebuild | Show | ||||||
Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log. Customizing your Origin: High Elf------------------------------------------------------------>>Race: Aasimar |
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2023-01-20 00:22 | Trade Log | -5 | Bag of Holding > Bracers of Archery | Show Trade Log | ||||
Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist) |
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2023-05-06 17:18 | Purchase Log | -1800 | Show Purchase | |||||
gekauft: |
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2023-05-07 18:13 | Trade Log | -5 | Selendang Bomoh (Mantle of Spell Resistance) > Gwa’thern Faln | Show Trade Log | ||||
Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212 |
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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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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+: (4/5) 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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2025-05-03 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 |
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2025-08-19 19:41 | WBW-DC-ZION-01 Annas Embrace | 1 | 720 | 10 | Talking Doll, Zion Defina (Bracers of Defence) | Show | ||
Teilnehmer: Info: Loot: 720gp Talking Doll While this 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 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. The doll is made out of clay, with small purple garnet stones as its eyes. The doll comes with six default phrases that it randomly says in a young woman’s voice whenever someone picks it up: “Nope. I’m not sad at all. Not sad.” Zion Defina (Bracers of Defence) The bracers are white in color, with veins of gold running around it. Whenever an enemy’s attack roll misses to hit you, a purple-hued magical illusion appears briefly in the form of a young human woman with long hair. The illusion moves swiftly to protect you from the attack before it vanishes. |
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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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2022-05-08 19:00 | WBW-DC-FDC-03 I Find That Familiar | 1 | 1 | 89.5 | 10 | Staff of Birdcalls, Figurine of wondrous Power, Silver Raven | Show | |
Teilnehmer: Hat am anfang ihre 10,5 gp verspielt Loot: STAFF OF BIRDCALLS This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. This item is found in the Xanathar’s Guide to Everything. The staff is also decorated with different bird feathers attached on one of its end. FIGURINE OF WONDROUS POWER,SILVER RAVEN A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This item is found in the Dungeon Master’s Guide. Instead of a figurine, this item has the appearance of a silver raven egg. 3x Pfeile verschossen |
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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 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. |
Date Played | Adventure Title | Tier | Session ▼ | ACP | TCP | Downtime | Renown | |
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2022-05-02 21:44 | Starting Log (Aktualisiert: 22.12.2022) | Show | ||||||
Sylriel SunriverSize: 165 (medium) Costomizing your Origin: Class: Ranger Favored Enemy Golden Guide (Outlander) BiographySylriel Sunriver, die Aasimar, wurde in Evereska als das ersehnte Kind eines normalen Sunelfen-Paares geboren. Die Stadt war eine Zuflucht für viele Elfenarten, und Sylriels Eltern führten ein gutes Leben in dieser harmonischen Umgebung. Doch mit der Geburt ihrer Tochter begann Unruhe in ihrem Leben. Sylriels Erscheinung glich der einer gewöhnlichen Sunelfe, doch als sie ihre Augen öffnete, stockte ihren Eltern der Atem. Goldene, fast orangefarbene Augen leuchteten, und ihre Haut schien vergoldet zu sein. Anfangs verstanden ihre Eltern nicht, was dies zu bedeuten hatte, aber nach dem ersten Schock liebten sie ihre Tochter bedingungslos. Sylriel wuchs zu einem lebhaften Mädchen heran, das nicht nur ein Talent für den Bogen, sondern auch magische Fähigkeiten zeigte. Die Priester verschiedener Götter wollten sie als Acolythe haben, doch Sylriels Eltern ließen ihr die Freiheit, sich zu entwickeln. Auf ihrer Suche nach ihrer Bestimmung besuchte sie viele Tempel, aber unter den wachsamen Augen von Solonor Thelandira fand sie ihre Berufung. Ihr Lehrmeister erkannte schnell, dass sie keine typische Priesterin war, und arrangierte ein spezielles Training. Der zweite Teil ihrer Ausbildung wurde einem alten Freund des Lehrmeisters überlassen, der, obwohl er nicht offiziell der Priesterschaft angehörte, der perfekte Lehrer für Sylriel war. Über 15 Jahre hinweg lernte sie die Kunst der Jagd und Führung durch die Wildnis. Gleichzeitig vertiefte sie sich in die Lehren ihres Gottes, die sie manchmal zu streng interpretierte. Nach weiteren vier Jahren begann sie alleine Führungen durch unwirtliche Gefilde. Obwohl sie für ihre Eltern und Freunde noch immer ein Kind war, sehnte sie sich nach langen Reisen. Eines Tages verschwand einer ihrer Lehrmeister nach einer Führung durch den Forest of Wyrms. Sylriel spürte, dass etwas Dunkleres im Gange war, und wollte einen Suchtrupp zusammenstellen. Doch aufgrund ihres Alters wurde ihr kaum Gehör geschenkt. Entschlossen, nach ihm zu suchen, schlich sie sich eines Nachts klammheimlich davon und hinterließ ihren Eltern eine Erklärung. Die Umgebung um Evereska kannte sie wie ihre Westentasche, und so machte sie sich mit Bogen und wenigen Habseligkeiten auf ein Abenteuer, von dem sie wusste, dass es ihr Leben für immer verändern würde. In ihrer Rüstung, die einen ledernen und schuppenartigen Look vereint, trägt Sylriel weise Federn, die ihre Schultern, Armschützer und Teile ihrer rechten Seite schmücken, als würden sie organisch mit ihrem Körper verschmelzen. Zwischen den Metalteilen der Rüstung sind weises, braunes und schwärzliches Leder kunstvoll eingearbeitet. Ihr heiliges Symbol ist geschickt unter der Rüstung verborgen. Die Pfeile in ihren Köchern scheinen silbrig zu sein, während ihre Federung in einem Blattgrün schimmert. Ihr edel wirkender Bogen strahlt im Sonnenlicht und hat einen braunen Griff, der in ein blau-weißes Material übergeht, das am Ende wieder schneeweiß wird. Die Sehne ist kaum sichtbar und fast unhörbar, wenn sie den Bogen spannt. Trotz ihres auffälligen Äußeren kann Sylriel in der Masse fast verschwinden, da ihre Präsenz zu verschwimmen scheint, wenn sie nicht gesehen werden möchte. Ihr äußeres Erscheinungsbild spiegelt die Verbindung zu ihrer göttlichen Führung und ihre Bestimmung als Jägerin und Dienerin Solonor Thelandiras wider. Die innere Solar Tyrael, der Geist, der in Sylriel wohnt, ist eine spirituelle Präsenz, die ihre Existenz als Aasimar definiert. Störend und liebevoll zugleich, fungiert Solar Tyrael als göttliche Verbindung zu Solonor Thelandira. Diese innere Stimme wirkt als Führer und Beraterin, die Sylriel auf den rechten Weg weist. Mit einer liebevollen Hand führt sie die junge Elfe, ermutigt sie, ihre Fähigkeiten zu nutzen, und gibt ihr kluge Ratschläge, um ihre Bestimmung als Jägerin und Dienerin ihres Gottes zu erfüllen. Durch Solar Tyrael erfährt Sylriel eine spirituelle Verbindung zu einer höheren Macht, die sie leitet und schützt, während sie sich auf ihr Abenteuer fernab von Evereska begibt. |
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2022-05-02 23:46 | Trade Log | Show Trade Log | ||||||
Verkauft: |
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2022-05-08 22:25 | Catching up | -10 | Show | |||||
+1 lvl in War Cleric |
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2022-05-08 23:13 | Trade Log | Show Trade Log | ||||||
gekauft: |
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2022-05-12 13:13 | catching up | -10 | Show | |||||
+1 lvl Hunter Ranger |
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2022-05-27 18:27 | Trade Log | -5 | Show Trade Log | |||||
getauscht von Sylriel (Arikatzi020) |
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2022-12-30 19:53 | Purchase Log | Show Purchase | ||||||
gekauft: Spellscrolls: Monition: |
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2022-12-31 00:05 | Rebuild | Show | ||||||
Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log. Customizing your Origin: High Elf------------------------------------------------------------>>Race: Aasimar |
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2023-01-20 00:22 | Trade Log | -5 | Show Trade Log | |||||
Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist) |
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2023-05-06 17:18 | Purchase Log | Show Purchase | ||||||
gekauft: |
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2023-05-07 18:13 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212 |
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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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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+: (4/5) 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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2025-05-03 18:33 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Aora https://www.adventurersleaguelog.com/users/36450/characters/105851/trade_log_entries/1203670 |
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2025-08-19 19:41 | WBW-DC-ZION-01 Annas Embrace | 1 | 10 | Show | ||||
Teilnehmer: Info: Loot: 720gp Talking Doll While this 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 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. The doll is made out of clay, with small purple garnet stones as its eyes. The doll comes with six default phrases that it randomly says in a young woman’s voice whenever someone picks it up: “Nope. I’m not sad at all. Not sad.” Zion Defina (Bracers of Defence) The bracers are white in color, with veins of gold running around it. Whenever an enemy’s attack roll misses to hit you, a purple-hued magical illusion appears briefly in the form of a young human woman with long hair. The illusion moves swiftly to protect you from the attack before it vanishes. |
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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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2022-05-08 19:00 | WBW-DC-FDC-03 I Find That Familiar | 1 | 10 | Show | ||||
Teilnehmer: Hat am anfang ihre 10,5 gp verspielt Loot: STAFF OF BIRDCALLS This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. This item is found in the Xanathar’s Guide to Everything. The staff is also decorated with different bird feathers attached on one of its end. FIGURINE OF WONDROUS POWER,SILVER RAVEN A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This item is found in the Dungeon Master’s Guide. Instead of a figurine, this item has the appearance of a silver raven egg. 3x Pfeile verschossen |
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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 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. |
Date Played | Adventure Title | Session ▼ | XP | GP | Downtime | Renown | Magic Items | |
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2022-05-02 21:44 | Starting Log (Aktualisiert: 22.12.2022) | 10 | Show | |||||
Sylriel SunriverSize: 165 (medium) Costomizing your Origin: Class: Ranger Favored Enemy Golden Guide (Outlander) BiographySylriel Sunriver, die Aasimar, wurde in Evereska als das ersehnte Kind eines normalen Sunelfen-Paares geboren. Die Stadt war eine Zuflucht für viele Elfenarten, und Sylriels Eltern führten ein gutes Leben in dieser harmonischen Umgebung. Doch mit der Geburt ihrer Tochter begann Unruhe in ihrem Leben. Sylriels Erscheinung glich der einer gewöhnlichen Sunelfe, doch als sie ihre Augen öffnete, stockte ihren Eltern der Atem. Goldene, fast orangefarbene Augen leuchteten, und ihre Haut schien vergoldet zu sein. Anfangs verstanden ihre Eltern nicht, was dies zu bedeuten hatte, aber nach dem ersten Schock liebten sie ihre Tochter bedingungslos. Sylriel wuchs zu einem lebhaften Mädchen heran, das nicht nur ein Talent für den Bogen, sondern auch magische Fähigkeiten zeigte. Die Priester verschiedener Götter wollten sie als Acolythe haben, doch Sylriels Eltern ließen ihr die Freiheit, sich zu entwickeln. Auf ihrer Suche nach ihrer Bestimmung besuchte sie viele Tempel, aber unter den wachsamen Augen von Solonor Thelandira fand sie ihre Berufung. Ihr Lehrmeister erkannte schnell, dass sie keine typische Priesterin war, und arrangierte ein spezielles Training. Der zweite Teil ihrer Ausbildung wurde einem alten Freund des Lehrmeisters überlassen, der, obwohl er nicht offiziell der Priesterschaft angehörte, der perfekte Lehrer für Sylriel war. Über 15 Jahre hinweg lernte sie die Kunst der Jagd und Führung durch die Wildnis. Gleichzeitig vertiefte sie sich in die Lehren ihres Gottes, die sie manchmal zu streng interpretierte. Nach weiteren vier Jahren begann sie alleine Führungen durch unwirtliche Gefilde. Obwohl sie für ihre Eltern und Freunde noch immer ein Kind war, sehnte sie sich nach langen Reisen. Eines Tages verschwand einer ihrer Lehrmeister nach einer Führung durch den Forest of Wyrms. Sylriel spürte, dass etwas Dunkleres im Gange war, und wollte einen Suchtrupp zusammenstellen. Doch aufgrund ihres Alters wurde ihr kaum Gehör geschenkt. Entschlossen, nach ihm zu suchen, schlich sie sich eines Nachts klammheimlich davon und hinterließ ihren Eltern eine Erklärung. Die Umgebung um Evereska kannte sie wie ihre Westentasche, und so machte sie sich mit Bogen und wenigen Habseligkeiten auf ein Abenteuer, von dem sie wusste, dass es ihr Leben für immer verändern würde. In ihrer Rüstung, die einen ledernen und schuppenartigen Look vereint, trägt Sylriel weise Federn, die ihre Schultern, Armschützer und Teile ihrer rechten Seite schmücken, als würden sie organisch mit ihrem Körper verschmelzen. Zwischen den Metalteilen der Rüstung sind weises, braunes und schwärzliches Leder kunstvoll eingearbeitet. Ihr heiliges Symbol ist geschickt unter der Rüstung verborgen. Die Pfeile in ihren Köchern scheinen silbrig zu sein, während ihre Federung in einem Blattgrün schimmert. Ihr edel wirkender Bogen strahlt im Sonnenlicht und hat einen braunen Griff, der in ein blau-weißes Material übergeht, das am Ende wieder schneeweiß wird. Die Sehne ist kaum sichtbar und fast unhörbar, wenn sie den Bogen spannt. Trotz ihres auffälligen Äußeren kann Sylriel in der Masse fast verschwinden, da ihre Präsenz zu verschwimmen scheint, wenn sie nicht gesehen werden möchte. Ihr äußeres Erscheinungsbild spiegelt die Verbindung zu ihrer göttlichen Führung und ihre Bestimmung als Jägerin und Dienerin Solonor Thelandiras wider. Die innere Solar Tyrael, der Geist, der in Sylriel wohnt, ist eine spirituelle Präsenz, die ihre Existenz als Aasimar definiert. Störend und liebevoll zugleich, fungiert Solar Tyrael als göttliche Verbindung zu Solonor Thelandira. Diese innere Stimme wirkt als Führer und Beraterin, die Sylriel auf den rechten Weg weist. Mit einer liebevollen Hand führt sie die junge Elfe, ermutigt sie, ihre Fähigkeiten zu nutzen, und gibt ihr kluge Ratschläge, um ihre Bestimmung als Jägerin und Dienerin ihres Gottes zu erfüllen. Durch Solar Tyrael erfährt Sylriel eine spirituelle Verbindung zu einer höheren Macht, die sie leitet und schützt, während sie sich auf ihr Abenteuer fernab von Evereska begibt. |
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2022-05-02 23:46 | Trade Log | 0.5 | Show Trade Log | |||||
Verkauft: |
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2022-05-08 22:25 | Catching up | -10 | Show | |||||
+1 lvl in War Cleric |
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2022-05-08 23:13 | Trade Log | -36 | Show Trade Log | |||||
gekauft: |
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2022-05-12 13:13 | catching up | -10 | Amulet of the Devout +1 | Show | ||||
+1 lvl Hunter Ranger |
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2022-05-27 18:27 | Trade Log | -5 | Figurine of wondrous Power, Silver Raven > Longbow +1 | Show Trade Log | ||||
getauscht von Sylriel (Arikatzi020) |
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2022-12-30 19:53 | Purchase Log | -1900 | Show Purchase | |||||
gekauft: Spellscrolls: Monition: |
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2022-12-31 00:05 | Rebuild | Show | ||||||
Nachdem Sylriel eine Richtige High elfe geworden ist baute ich sie wieder zu einer Aasimar um. (nicht extra den Cheet geändert) Das heist alle wert wie gehabt im Starting log. Customizing your Origin: High Elf------------------------------------------------------------>>Race: Aasimar |
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2023-01-20 00:22 | Trade Log | -5 | Bag of Holding > Bracers of Archery | Show Trade Log | ||||
Tradet with https://www.adventurersleaguelog.com/users/41067/characters/95726/trade_log_entries/1033368 Jarro Jarro Greyward (Ineverexist) |
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2023-05-06 17:18 | Purchase Log | -1800 | Show Purchase | |||||
gekauft: |
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2023-05-07 18:13 | Trade Log | -5 | Selendang Bomoh (Mantle of Spell Resistance) > Gwa’thern Faln | Show Trade Log | ||||
Tradet with Rafiel https://www.adventurersleaguelog.com/users/36450/characters/92231/trade_log_entries/1054212 |
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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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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+: (4/5) 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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2025-05-03 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 |
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2025-08-19 19:41 | WBW-DC-ZION-01 Annas Embrace | 1 | 720 | 10 | Talking Doll, Zion Defina (Bracers of Defence) | Show | ||
Teilnehmer: Info: Loot: 720gp Talking Doll While this 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 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. The doll is made out of clay, with small purple garnet stones as its eyes. The doll comes with six default phrases that it randomly says in a young woman’s voice whenever someone picks it up: “Nope. I’m not sad at all. Not sad.” Zion Defina (Bracers of Defence) The bracers are white in color, with veins of gold running around it. Whenever an enemy’s attack roll misses to hit you, a purple-hued magical illusion appears briefly in the form of a young human woman with long hair. The illusion moves swiftly to protect you from the attack before it vanishes. |
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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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2022-05-08 19:00 | WBW-DC-FDC-03 I Find That Familiar | 1 | 89.5 | 10 | Staff of Birdcalls, Figurine of wondrous Power, Silver Raven | Show | ||
Teilnehmer: Hat am anfang ihre 10,5 gp verspielt Loot: STAFF OF BIRDCALLS This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. This item is found in the Xanathar’s Guide to Everything. The staff is also decorated with different bird feathers attached on one of its end. FIGURINE OF WONDROUS POWER,SILVER RAVEN A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This item is found in the Dungeon Master’s Guide. Instead of a figurine, this item has the appearance of a silver raven egg. 3x Pfeile verschossen |
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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 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. |