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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2022-06-14 23:15 | Starting Log (Aktualisiert: 22.12.2022) | 5 | Show | |||||
Rafiel RavensongSize: 169 Costomizing your Origin: Race: Shadar-kai Race: Shadar-Kai Class: Shadow Magic Sorcerer Choose a Background: Raven Priestress (Hermit/Acolyte, I was searching for spiritual enlightenment.) BiographyIn the Shadowfell near the Fortress of Memories, the Raven Queen's divine realm. Rafiel weis nicht wer oder was sie geboren hat nur das sie seit ihre Erinnerungen beginnen der Raven Queen dient. Von klein auf lerne sie die Geschichten Riten und Bräuche die zu ihrer festen Rutine wurden. Sie stellte nie fragen deswegen war sie eine der Lieblings Acolythen ihres Mentors. Doch alles hat seine grenzen. Eines Tages passierte etwas so unglaubliches wie auch schreckliches, so das Rafiel sich gegen ihren Meister stellen musste. Um ihre Ideale und die ihres Glaubens zu verteidigen, so wie ihr eigenes Leben zu schützen. Sie hatte natürlich nicht den hauch eine Chance aber sie musste tun was Richtig war. So kam es dazu das sie ihre Heimat und ihre Welt in der sie Geboren und aufgewachsen war, fluchtartig verlassen musste. Der Übergang in die Materielle Welt war.... aprupt, sie war stark angeschlagen doch sie hatte ihre Verfolger somit abgeschüttelt. Für den Moment. Um nicht aufzufallen und um sich ihrer Neuen Umgebung anzupassen beschloss sie erst mal für sich zu leben und diese Welt so gut es ging zu studieren. Nicht vergessend das sie eine Gläubige war und doch faszinierte sie vieles was nicht mit ihr Einstellung übereinstimmte. Sie war nie die gesprächigste doch sie musste mit der Zeit feststellen das sie gar nicht zu gebären zu... Missverständnissen führen konnte. Nach gut fünf jahren der Eingehenden Beobachtung von der ferne und lernen der gebräche dieser Welt, bekam sie ein Zeichen das es Zeit war aufzubrechen. Sie wusste noch nicht wonach sie suchte oder wie sie weiter Leben sollte doch sie lies sich mit dem Wind treiben der etwas stärker in eine neue Richtung blies. "The Raven Queen commands her followers to destroy the servants of Orcus, Vecna and all those who prolong life with unnatural magic." Secret: Saltmarsh |
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2022-06-21 18:15 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 1 | 1 | 180.44 | 10 | Bag of Holding, Stone of Good Luck (Luckstone), Pipe of Remembrance, Mariner's Armor (Scale Mail) | Show | |
Teilnehmer: 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. Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. Mariner's Armor (Scale Mail) While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +1 lvl in Grave Cleric |
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2022-06-22 01:19 | Purchase Log | -60 | Show Purchase | |||||
gekauft: |
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2022-07-05 20:10 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 2 | 1 | 409.4 | 10 | Show | ||
Teilnehmer: Loot: |
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2022-07-22 21:19 | Trade Log | -87 | Show Trade Log | |||||
verkauft: |
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2022-07-27 21:00 | DDHC00-GSM-03 Danger at Dunwater | 3 | 1 | 140 | 10 | Helm of Underwater Action, Pearl of Power | Show | |
Teilnehmer: 1x Potion of Heailing für Frieden in Salzwasser zu bringen eingetauscht Loot: 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. Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2022-08-24 19:00 | DDHC00-GSM-04 Salvage Operation | 4 | 1 | 1790 | -20 | Sentinel Shield, Cloak of Protection, Boots of Speed, Bloodwell Vial +1 | Show | |
Teilnehmer: Loot: Sentinel Shield While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye. Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. Boots of Speed While you wear these boots, you can use a bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. Used Saltmarshen Downtime Activity: Buying and Selling Magic Items (-30 DT day, -750 GP) for buying a Boots of speed. +1 lvl Shadow Magic Socerer To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your Attunement to it lasts. If your Attunement to the vial ends, the contained blood turns to ash. You can use the vial as a Spellcasting focus for your Spells while wearing or holding it, and you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your Sorcerer Spells. In addition, when you roll any Hit Dice to recover Hit Points while you are carrying the vial, you can regain 5 Sorcery Points. This property of the vial can't be used again until the next dawn. |
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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 |
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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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2022-09-13 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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2022-09-14 00:59 | Catching up | 1 | -10 | Show | ||||
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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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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 95 | 10 | Show | |||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-11-27 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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2022-11-29 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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2022-12-14 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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2023-01-17 11:35 | Catching up | 1 | Show | |||||
+1 lvl Shadowsocerer ASI: +2 Char |
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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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2023-01-24 16:41 | Chatching up | 1 | Show | |||||
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2023-01-24 17:14 | Purchase Log | -2700 | Show Purchase | |||||
Gekauft: |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown ▲ | |
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2022-06-14 23:15 | Starting Log (Aktualisiert: 22.12.2022) | Show | ||||||
Rafiel RavensongSize: 169 Costomizing your Origin: Race: Shadar-kai Race: Shadar-Kai Class: Shadow Magic Sorcerer Choose a Background: Raven Priestress (Hermit/Acolyte, I was searching for spiritual enlightenment.) BiographyIn the Shadowfell near the Fortress of Memories, the Raven Queen's divine realm. Rafiel weis nicht wer oder was sie geboren hat nur das sie seit ihre Erinnerungen beginnen der Raven Queen dient. Von klein auf lerne sie die Geschichten Riten und Bräuche die zu ihrer festen Rutine wurden. Sie stellte nie fragen deswegen war sie eine der Lieblings Acolythen ihres Mentors. Doch alles hat seine grenzen. Eines Tages passierte etwas so unglaubliches wie auch schreckliches, so das Rafiel sich gegen ihren Meister stellen musste. Um ihre Ideale und die ihres Glaubens zu verteidigen, so wie ihr eigenes Leben zu schützen. Sie hatte natürlich nicht den hauch eine Chance aber sie musste tun was Richtig war. So kam es dazu das sie ihre Heimat und ihre Welt in der sie Geboren und aufgewachsen war, fluchtartig verlassen musste. Der Übergang in die Materielle Welt war.... aprupt, sie war stark angeschlagen doch sie hatte ihre Verfolger somit abgeschüttelt. Für den Moment. Um nicht aufzufallen und um sich ihrer Neuen Umgebung anzupassen beschloss sie erst mal für sich zu leben und diese Welt so gut es ging zu studieren. Nicht vergessend das sie eine Gläubige war und doch faszinierte sie vieles was nicht mit ihr Einstellung übereinstimmte. Sie war nie die gesprächigste doch sie musste mit der Zeit feststellen das sie gar nicht zu gebären zu... Missverständnissen führen konnte. Nach gut fünf jahren der Eingehenden Beobachtung von der ferne und lernen der gebräche dieser Welt, bekam sie ein Zeichen das es Zeit war aufzubrechen. Sie wusste noch nicht wonach sie suchte oder wie sie weiter Leben sollte doch sie lies sich mit dem Wind treiben der etwas stärker in eine neue Richtung blies. "The Raven Queen commands her followers to destroy the servants of Orcus, Vecna and all those who prolong life with unnatural magic." Secret: Saltmarsh |
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2022-06-21 18:15 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 1 | 10 | Show | ||||
Teilnehmer: 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. Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. Mariner's Armor (Scale Mail) While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +1 lvl in Grave Cleric |
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2022-06-22 01:19 | Purchase Log | Show Purchase | ||||||
gekauft: |
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2022-07-05 20:10 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 2 | 10 | Show | ||||
Teilnehmer: Loot: |
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2022-07-22 21:19 | Trade Log | Show Trade Log | ||||||
verkauft: |
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2022-07-27 21:00 | DDHC00-GSM-03 Danger at Dunwater | 3 | 10 | Show | ||||
Teilnehmer: 1x Potion of Heailing für Frieden in Salzwasser zu bringen eingetauscht Loot: 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. Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2022-08-24 19:00 | DDHC00-GSM-04 Salvage Operation | 4 | -20 | Show | ||||
Teilnehmer: Loot: Sentinel Shield While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye. Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. Boots of Speed While you wear these boots, you can use a bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. Used Saltmarshen Downtime Activity: Buying and Selling Magic Items (-30 DT day, -750 GP) for buying a Boots of speed. +1 lvl Shadow Magic Socerer To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your Attunement to it lasts. If your Attunement to the vial ends, the contained blood turns to ash. You can use the vial as a Spellcasting focus for your Spells while wearing or holding it, and you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your Sorcerer Spells. In addition, when you roll any Hit Dice to recover Hit Points while you are carrying the vial, you can regain 5 Sorcery Points. This property of the vial can't be used again until the next dawn. |
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2022-08-25 01:58 | Trade Log | -5 | Show Trade Log | |||||
Traded with Snoop |
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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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2022-09-13 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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2022-09-14 00:59 | Catching up | -10 | Show | |||||
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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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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 10 | Show | ||||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-11-27 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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2022-11-29 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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2022-12-14 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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2023-01-17 11:35 | Catching up | Show | ||||||
+1 lvl Shadowsocerer ASI: +2 Char |
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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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2023-01-24 16:41 | Chatching up | Show | ||||||
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2023-01-24 17:14 | Purchase Log | Show Purchase | ||||||
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Date Played | Adventure Title | Session | XP | GP | Downtime | Renown ▲ | Magic Items | |
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2022-06-14 23:15 | Starting Log (Aktualisiert: 22.12.2022) | 5 | Show | |||||
Rafiel RavensongSize: 169 Costomizing your Origin: Race: Shadar-kai Race: Shadar-Kai Class: Shadow Magic Sorcerer Choose a Background: Raven Priestress (Hermit/Acolyte, I was searching for spiritual enlightenment.) BiographyIn the Shadowfell near the Fortress of Memories, the Raven Queen's divine realm. Rafiel weis nicht wer oder was sie geboren hat nur das sie seit ihre Erinnerungen beginnen der Raven Queen dient. Von klein auf lerne sie die Geschichten Riten und Bräuche die zu ihrer festen Rutine wurden. Sie stellte nie fragen deswegen war sie eine der Lieblings Acolythen ihres Mentors. Doch alles hat seine grenzen. Eines Tages passierte etwas so unglaubliches wie auch schreckliches, so das Rafiel sich gegen ihren Meister stellen musste. Um ihre Ideale und die ihres Glaubens zu verteidigen, so wie ihr eigenes Leben zu schützen. Sie hatte natürlich nicht den hauch eine Chance aber sie musste tun was Richtig war. So kam es dazu das sie ihre Heimat und ihre Welt in der sie Geboren und aufgewachsen war, fluchtartig verlassen musste. Der Übergang in die Materielle Welt war.... aprupt, sie war stark angeschlagen doch sie hatte ihre Verfolger somit abgeschüttelt. Für den Moment. Um nicht aufzufallen und um sich ihrer Neuen Umgebung anzupassen beschloss sie erst mal für sich zu leben und diese Welt so gut es ging zu studieren. Nicht vergessend das sie eine Gläubige war und doch faszinierte sie vieles was nicht mit ihr Einstellung übereinstimmte. Sie war nie die gesprächigste doch sie musste mit der Zeit feststellen das sie gar nicht zu gebären zu... Missverständnissen führen konnte. Nach gut fünf jahren der Eingehenden Beobachtung von der ferne und lernen der gebräche dieser Welt, bekam sie ein Zeichen das es Zeit war aufzubrechen. Sie wusste noch nicht wonach sie suchte oder wie sie weiter Leben sollte doch sie lies sich mit dem Wind treiben der etwas stärker in eine neue Richtung blies. "The Raven Queen commands her followers to destroy the servants of Orcus, Vecna and all those who prolong life with unnatural magic." Secret: Saltmarsh |
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2022-06-21 18:15 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 1 | 180.44 | 10 | Bag of Holding, Stone of Good Luck (Luckstone), Pipe of Remembrance, Mariner's Armor (Scale Mail) | Show | ||
Teilnehmer: 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. Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. Mariner's Armor (Scale Mail) While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +1 lvl in Grave Cleric |
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2022-06-22 01:19 | Purchase Log | -60 | Show Purchase | |||||
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2022-07-05 20:10 | DDHC00-GSM The Sinnister Secret of Saltmarsh | 2 | 409.4 | 10 | Show | |||
Teilnehmer: Loot: |
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2022-07-22 21:19 | Trade Log | -87 | Show Trade Log | |||||
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2022-07-27 21:00 | DDHC00-GSM-03 Danger at Dunwater | 3 | 140 | 10 | Helm of Underwater Action, Pearl of Power | Show | ||
Teilnehmer: 1x Potion of Heailing für Frieden in Salzwasser zu bringen eingetauscht Loot: 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. Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2022-08-24 19:00 | DDHC00-GSM-04 Salvage Operation | 4 | 1790 | -20 | Sentinel Shield, Cloak of Protection, Boots of Speed, Bloodwell Vial +1 | Show | ||
Teilnehmer: Loot: Sentinel Shield While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye. Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. Boots of Speed While you wear these boots, you can use a bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. Used Saltmarshen Downtime Activity: Buying and Selling Magic Items (-30 DT day, -750 GP) for buying a Boots of speed. +1 lvl Shadow Magic Socerer To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your Attunement to it lasts. If your Attunement to the vial ends, the contained blood turns to ash. You can use the vial as a Spellcasting focus for your Spells while wearing or holding it, and you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your Sorcerer Spells. In addition, when you roll any Hit Dice to recover Hit Points while you are carrying the vial, you can regain 5 Sorcery Points. This property of the vial can't be used again until the next dawn. |
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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 |
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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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2022-09-13 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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2022-09-14 00:59 | Catching up | -10 | Show | |||||
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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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2022-11-26 19:22 | DDHC-MORD-01 Riddle of the Raven Queen | 1 | 95 | 10 | Show | |||
Teilnehmer: Haimath Berevan Loot: 95gp |
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2022-11-27 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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2022-11-29 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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2022-12-14 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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2023-01-17 11:35 | Catching up | Show | ||||||
+1 lvl Shadowsocerer ASI: +2 Char |
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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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2023-01-24 16:41 | Chatching up | Show | ||||||
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2023-01-24 17:14 | Purchase Log | -2700 | Show Purchase | |||||
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