Rafiel Ravensong
Stone of Good Luck (Luckstone),
Pipe of Remembrance,
Mariner's Armor (Scale Mail),
Helm of Underwater Action,
Pearl of Power,
Cloak of Protection,
Cloak of the Raven,
Lantern of Revealing,
Boots of Striding and Springing,
Bag of Holding,
Mithral Half Plate Armor,
Bloodwell Vial +1,
Dohwar Plushie (Talking Doll),
Bat Burgler Cloak (Cloak of the Bat),
Pipes of Haunting,
Emerald of the war mage (Ruby of the War Mage),
Cloak of the Raven,
Decanter of Endless Water,
Brooch of Shielding,
Quaal’s feather token (anchor),
Helm of Underwater Action,
Ring of Free Action,
Folding Boot,
Immovable Rod,
Bag of Holding,
Charm of Plant Command,
Breastplate +1,
Cli Lyre,
Lor'shon Va'na'eel (Rod of Absorption),
Selendang Bomoh (Mantle of Spell Resistance),
Farebor´s Closk of many Fashions,
Noot Suit (Fish Suit),
Dwarven Plate
Log Entries
Date Played ▼ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2023-06-19 21:03 | CCC-TRI-10 Contact | 1 | 1 | 1250 | 10 | Dwarven Plate | Show | |
Teilnehmer: Infos: Loot: 1250gp Story Award: Honorary Corps Member The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . . . Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide
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2023-06-16 19:08 | SJ-DC-DWR-02 Last Flight of the Orca | 1 | 1 | 9370 | 10 | Farebor´s Closk of many Fashions, Noot Suit (Fish Suit) | Show | |
Teilnehmer: 1x Greater Healing Potion verbraucht Infos: Loot: 9370 gp Noot Suit (Fish Suit) This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. This item is found in the Astral Adventurer’s Guide. Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them. The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Farebor´s Closk 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. This item is found in Xanathar’s Guide to Everything. Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language. SPELL SCROLL OF CREATE SPELLJAMMING HELM (5TH LEVEL) A spell scroll bears the words of the Create Spelljamming Helm spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 15. On a failed check, the spell disappears from the scroll with no other effect. STORY AWARD: SILVER BEAK PARTNER Earned if the character was already a Silver Beak Associate. All Silver Beak Associates find their rank increased from Associate to Partner
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2023-05-28 10:31 | Purchase Log | -6850 | Show Purchase | |||||
Kauft: |
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2023-05-07 18:14 | Trade Log | -5 | Gwa’thern Faln > Selendang Bomoh (Mantle of Spell Resistance) | Show Trade Log | ||||
Tradet with Sylriel https://www.adventurersleaguelog.com/users/36450/characters/91246/trade_log_entries/1054213 |
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2023-02-15 21:00 | DDAL 00-02E: Forgotten Foes | 1 | 1 | 1224 | 10 | Lor'shon Va'na'eel (Rod of Absorption) | Show | |
Teilnehmer: Loot: Lor'shon Va'na'eel (Rod of Absorption) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. +1 lvl = Shadow Magic Sorcerer lvl 11 Gekauft: |
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2023-02-03 20:00 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 2 | 1 | 4402 | 10 | Cli Lyre | Show | |
Teilnehmer: gefunden: Loot: 4402 gp pro Person Cli Lyre An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall +1 lvl = Shadow Magic Sorcerer lvl 10 |
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2023-01-24 18:30 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 1 | 940 | 10 | Show | |||
Teilnehmer: Master Refrum Priester der die Unschuld von Jarn beweisen will. Loot: 940gp |
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2023-01-24 17:14 | Purchase Log | -2700 | Show Purchase | |||||
Gekauft: |
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2023-01-24 16:41 | Chatching up | 1 | Show | |||||
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2023-01-17 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | 1 | 1 | 1437.5 | 10 | Brooch of Shielding, Quaal’s feather token (anchor), Helm of Underwater Action, Ring of Free Action, Folding Boot, Immovable Rod, Bag of Holding, Charm of Plant Command, Breastplate +1 | Show | |
Teilnehmer: Gefundenes: Loot: 1x Spell scroll of gust of wind Pressure Capsule This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet. Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Quaal’s feather token (anchor) This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. Dolphins jumping out of the water decorate the helmet. Ring of Free Action While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. Folding Boot This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Charm of Plant Command This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. Breastplate +1 You have a +1 bonus to AC while wearing this armor.
1x Potion of Healing verbraucht |
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2023-01-17 11:35 | Catching up | 1 | Show | |||||
+1 lvl Shadowsocerer ASI: +2 Char |
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2022-12-14 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 6 The Final Enemy | 1 | 1 | 10 | Show | |||
Teilnehmer:
spell scroll of phantasmal force verbraucht Mission musste abgebrochen werden, sodass Rafiel noch gerade so mit den Leben davon gekommen war. Sie ging mit der Erfahrung und ihren Erinnerungen weiter auf ihren Pfad der Ravenqueen zu dienen. +1 lvl Shadow Socerer |
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2022-11-29 20:30 | Trade Log | -5 | Mithral Plate Armor > Decanter of Endless Water | Show Trade Log | ||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566/trade_log_entries/966350 Raya |
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2022-11-27 20:00 | DDHC-MORD-01 Riddle of the Raven Queen | 2 | 230 | 10 | Pipes of Haunting, Gwa’thern Faln, Emerald of the war mage (Ruby of the War Mage), Mithral Plate Armor, Cloak of the Raven | Show | ||
Teilnehmer: Batern Alloit unser Führer Loot: 230 gp Madness Flow: “I refuse to eat cooked food—meat or otherwise. The bloodier, the better.” Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. Cloak of the Raven (Cloak of the Bat) Location Found: DDHC-MORD-01 Riddle of the Raven Queen Wondrous item, major tier, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. Gwa’thern Faln Emerald of the war mage (Ruby of the War Mage) Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Mithral Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 95 | 10 | Show | |||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-10-24 19:00 | SJ-DC-DWR-01 DOHWAR HEIST | 1 | 648 | 10 | Dohwar Plushie (Talking Doll), Bat Burgler Cloak (Cloak of the Bat) | Show | ||
Teilnehmer: Loot: Sweet Honeyfish Mooncake (Keoghtom´s Ointment) Consumable 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. Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all. Dohwar Plushie (Talking Doll) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. Bat Burgler Cloak (Cloak of the Bat) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Smokepowder (Consumable) Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. STORY AWARD: SILVER BEAK ASSOCIATE |
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2022-09-14 00:59 | Catching up | 1 | -10 | Show | ||||
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2022-09-13 19:00 | DDHC00-GSM-5 Isle of the Abbey | 1 | 1 | 915 | 10 | Boots of Striding and Springing, Bag of Holding, Mithral Half Plate Armor | Show | |
Teilnehmer: Loot: Boots of Striding and Springing While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Mithral Half Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
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2022-09-09 03:21 | Trade Log | -5 | Sentinel Shield > Lantern of Revealing | Show Trade Log | ||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566 Raya |
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2022-08-25 01:58 | Trade Log | -5 | Boots of Speed > Cloak of the Raven | Show Trade Log | ||||
Traded with Snoop |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2023-06-19 21:03 | CCC-TRI-10 Contact | 1 | 10 | Show | ||||
Teilnehmer: Infos: Loot: 1250gp Story Award: Honorary Corps Member The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . . . Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide
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2023-06-16 19:08 | SJ-DC-DWR-02 Last Flight of the Orca | 1 | 10 | Show | ||||
Teilnehmer: 1x Greater Healing Potion verbraucht Infos: Loot: 9370 gp Noot Suit (Fish Suit) This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. This item is found in the Astral Adventurer’s Guide. Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them. The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Farebor´s Closk 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. This item is found in Xanathar’s Guide to Everything. Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language. SPELL SCROLL OF CREATE SPELLJAMMING HELM (5TH LEVEL) A spell scroll bears the words of the Create Spelljamming Helm spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 15. On a failed check, the spell disappears from the scroll with no other effect. STORY AWARD: SILVER BEAK PARTNER Earned if the character was already a Silver Beak Associate. All Silver Beak Associates find their rank increased from Associate to Partner
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2023-05-28 10:31 | Purchase Log | Show Purchase | ||||||
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2023-05-07 18:14 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Sylriel https://www.adventurersleaguelog.com/users/36450/characters/91246/trade_log_entries/1054213 |
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2023-02-15 21:00 | DDAL 00-02E: Forgotten Foes | 1 | 10 | Show | ||||
Teilnehmer: Loot: Lor'shon Va'na'eel (Rod of Absorption) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. +1 lvl = Shadow Magic Sorcerer lvl 11 Gekauft: |
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2023-02-03 20:00 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 2 | 10 | Show | ||||
Teilnehmer: gefunden: Loot: 4402 gp pro Person Cli Lyre An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall +1 lvl = Shadow Magic Sorcerer lvl 10 |
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2023-01-24 18:30 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 1 | 10 | Show | ||||
Teilnehmer: Master Refrum Priester der die Unschuld von Jarn beweisen will. Loot: 940gp |
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2023-01-24 17:14 | Purchase Log | Show Purchase | ||||||
Gekauft: |
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2023-01-24 16:41 | Chatching up | Show | ||||||
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2023-01-17 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | 1 | 10 | Show | ||||
Teilnehmer: Gefundenes: Loot: 1x Spell scroll of gust of wind Pressure Capsule This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet. Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Quaal’s feather token (anchor) This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. Dolphins jumping out of the water decorate the helmet. Ring of Free Action While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. Folding Boot This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Charm of Plant Command This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. Breastplate +1 You have a +1 bonus to AC while wearing this armor.
1x Potion of Healing verbraucht |
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2023-01-17 11:35 | Catching up | Show | ||||||
+1 lvl Shadowsocerer ASI: +2 Char |
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2022-12-14 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 6 The Final Enemy | 1 | 10 | Show | ||||
Teilnehmer:
spell scroll of phantasmal force verbraucht Mission musste abgebrochen werden, sodass Rafiel noch gerade so mit den Leben davon gekommen war. Sie ging mit der Erfahrung und ihren Erinnerungen weiter auf ihren Pfad der Ravenqueen zu dienen. +1 lvl Shadow Socerer |
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2022-11-29 20:30 | Trade Log | -5 | Show Trade Log | |||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566/trade_log_entries/966350 Raya |
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2022-11-27 20:00 | DDHC-MORD-01 Riddle of the Raven Queen | 2 | 10 | Show | ||||
Teilnehmer: Batern Alloit unser Führer Loot: 230 gp Madness Flow: “I refuse to eat cooked food—meat or otherwise. The bloodier, the better.” Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. Cloak of the Raven (Cloak of the Bat) Location Found: DDHC-MORD-01 Riddle of the Raven Queen Wondrous item, major tier, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. Gwa’thern Faln Emerald of the war mage (Ruby of the War Mage) Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Mithral Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 10 | Show | ||||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-10-24 19:00 | SJ-DC-DWR-01 DOHWAR HEIST | 1 | 10 | Show | ||||
Teilnehmer: Loot: Sweet Honeyfish Mooncake (Keoghtom´s Ointment) Consumable 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. Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all. Dohwar Plushie (Talking Doll) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. Bat Burgler Cloak (Cloak of the Bat) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Smokepowder (Consumable) Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. STORY AWARD: SILVER BEAK ASSOCIATE |
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2022-09-14 00:59 | Catching up | -10 | Show | |||||
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2022-09-13 19:00 | DDHC00-GSM-5 Isle of the Abbey | 1 | 10 | Show | ||||
Teilnehmer: Loot: Boots of Striding and Springing While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Mithral Half Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
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2022-09-09 03:21 | Trade Log | -5 | Show Trade Log | |||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566 Raya |
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2022-08-25 01:58 | Trade Log | -5 | Show Trade Log | |||||
Traded with Snoop |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2023-06-19 21:03 | CCC-TRI-10 Contact | 1 | 1250 | 10 | Dwarven Plate | Show | ||
Teilnehmer: Infos: Loot: 1250gp Story Award: Honorary Corps Member The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . . . Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide
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2023-06-16 19:08 | SJ-DC-DWR-02 Last Flight of the Orca | 1 | 9370 | 10 | Farebor´s Closk of many Fashions, Noot Suit (Fish Suit) | Show | ||
Teilnehmer: 1x Greater Healing Potion verbraucht Infos: Loot: 9370 gp Noot Suit (Fish Suit) This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. This item is found in the Astral Adventurer’s Guide. Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them. The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Farebor´s Closk 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. This item is found in Xanathar’s Guide to Everything. Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language. SPELL SCROLL OF CREATE SPELLJAMMING HELM (5TH LEVEL) A spell scroll bears the words of the Create Spelljamming Helm spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 15. On a failed check, the spell disappears from the scroll with no other effect. STORY AWARD: SILVER BEAK PARTNER Earned if the character was already a Silver Beak Associate. All Silver Beak Associates find their rank increased from Associate to Partner
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2023-05-28 10:31 | Purchase Log | -6850 | Show Purchase | |||||
Kauft: |
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2023-05-07 18:14 | Trade Log | -5 | Gwa’thern Faln > Selendang Bomoh (Mantle of Spell Resistance) | Show Trade Log | ||||
Tradet with Sylriel https://www.adventurersleaguelog.com/users/36450/characters/91246/trade_log_entries/1054213 |
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2023-02-15 21:00 | DDAL 00-02E: Forgotten Foes | 1 | 1224 | 10 | Lor'shon Va'na'eel (Rod of Absorption) | Show | ||
Teilnehmer: Loot: Lor'shon Va'na'eel (Rod of Absorption) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. +1 lvl = Shadow Magic Sorcerer lvl 11 Gekauft: |
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2023-02-03 20:00 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 2 | 4402 | 10 | Cli Lyre | Show | ||
Teilnehmer: gefunden: Loot: 4402 gp pro Person Cli Lyre An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall +1 lvl = Shadow Magic Sorcerer lvl 10 |
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2023-01-24 18:30 | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | 1 | 940 | 10 | Show | |||
Teilnehmer: Master Refrum Priester der die Unschuld von Jarn beweisen will. Loot: 940gp |
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2023-01-24 17:14 | Purchase Log | -2700 | Show Purchase | |||||
Gekauft: |
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2023-01-24 16:41 | Chatching up | Show | ||||||
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2023-01-17 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | 1 | 1437.5 | 10 | Brooch of Shielding, Quaal’s feather token (anchor), Helm of Underwater Action, Ring of Free Action, Folding Boot, Immovable Rod, Bag of Holding, Charm of Plant Command, Breastplate +1 | Show | ||
Teilnehmer: Gefundenes: Loot: 1x Spell scroll of gust of wind Pressure Capsule This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet. Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Quaal’s feather token (anchor) This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. Dolphins jumping out of the water decorate the helmet. Ring of Free Action While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. Folding Boot This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Charm of Plant Command This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. Breastplate +1 You have a +1 bonus to AC while wearing this armor.
1x Potion of Healing verbraucht |
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2023-01-17 11:35 | Catching up | Show | ||||||
+1 lvl Shadowsocerer ASI: +2 Char |
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2022-12-14 19:00 | DDHC00-GSM Ghosts of Saltmarsh - Chapter 6 The Final Enemy | 1 | 10 | Show | ||||
Teilnehmer:
spell scroll of phantasmal force verbraucht Mission musste abgebrochen werden, sodass Rafiel noch gerade so mit den Leben davon gekommen war. Sie ging mit der Erfahrung und ihren Erinnerungen weiter auf ihren Pfad der Ravenqueen zu dienen. +1 lvl Shadow Socerer |
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2022-11-29 20:30 | Trade Log | -5 | Mithral Plate Armor > Decanter of Endless Water | Show Trade Log | ||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566/trade_log_entries/966350 Raya |
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2022-11-27 20:00 | DDHC-MORD-01 Riddle of the Raven Queen | 2 | 230 | 10 | Pipes of Haunting, Gwa’thern Faln, Emerald of the war mage (Ruby of the War Mage), Mithral Plate Armor, Cloak of the Raven | Show | ||
Teilnehmer: Batern Alloit unser Führer Loot: 230 gp Madness Flow: “I refuse to eat cooked food—meat or otherwise. The bloodier, the better.” Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. Cloak of the Raven (Cloak of the Bat) Location Found: DDHC-MORD-01 Riddle of the Raven Queen Wondrous item, major tier, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. Gwa’thern Faln Emerald of the war mage (Ruby of the War Mage) Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Mithral Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 95 | 10 | Show | |||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-10-24 19:00 | SJ-DC-DWR-01 DOHWAR HEIST | 1 | 648 | 10 | Dohwar Plushie (Talking Doll), Bat Burgler Cloak (Cloak of the Bat) | Show | ||
Teilnehmer: Loot: Sweet Honeyfish Mooncake (Keoghtom´s Ointment) Consumable 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. Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all. Dohwar Plushie (Talking Doll) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. Bat Burgler Cloak (Cloak of the Bat) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Smokepowder (Consumable) Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. STORY AWARD: SILVER BEAK ASSOCIATE |
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2022-09-14 00:59 | Catching up | -10 | Show | |||||
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2022-09-13 19:00 | DDHC00-GSM-5 Isle of the Abbey | 1 | 915 | 10 | Boots of Striding and Springing, Bag of Holding, Mithral Half Plate Armor | Show | ||
Teilnehmer: Loot: Boots of Striding and Springing While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Mithral Half Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
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2022-09-09 03:21 | Trade Log | -5 | Sentinel Shield > Lantern of Revealing | Show Trade Log | ||||
Trade with https://www.adventurersleaguelog.com/users/36450/characters/90566 Raya |
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2022-08-25 01:58 | Trade Log | -5 | Boots of Speed > Cloak of the Raven | Show Trade Log | ||||
Traded with Snoop |