DM Log Entries
| Date ▼ | Adventure Title | Session | Reward | Magic Items | Character | |||||
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| Service Rewards Season 13 (50??) | none | Show | ||||||||
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Grand Total of Service Hours = 20 (20 used for Rewards) |
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| Service Rewards Season 12 a | none | Show | ||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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| Service Rewards Season 2025 Version 2 | Show | |||||||||
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Grand Total of Service Hours = 130 (105 used for Rewards) |
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| Service Rewards Season 12 b | none | Show | ||||||||
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Grand Total of Service Hours = 37 (37 used for Rewards) |
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| Service Rewards Season 50th Anniversary B | none | Show | ||||||||
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Grand Total of Service Hours = 40 (40 used for Rewards) |
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| Preparation Time Season 50th Anniversary B | none | Show | ||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 11 b | none | Show | ||||||||
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Grand Total of Service Hours = 34 (34 used for Rewards) |
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| Preparation Time Season 2025 Version 2 | none | Show | ||||||||
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Preparation/Creation Time: Preparation Time Adventure´s DMed |
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| Service Rewards Season 12 c | none | Show | ||||||||
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Grand Total of Service Hours = 72 (72 used for Rewards) |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | none | Far Howling | Show | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | none | Far Howling | Show | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | none | Far Howling | Show | |||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns. The tattoo does not appear inked — it looks grown. Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted. When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks. From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body. The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface. The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead. These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. You feel a persistent, underlying pain while bearing this tattoo. The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain. When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body. This pain does not impose mechanical penalties, but it is constant and cannot be ignored. Curse – Residual Mark of the Spider Queen The tattoo carries a lingering spiritual instability born from an interrupted transformation. While attuned, the wearer suffers the following minor curse: The tattoo is not a passive mark — it is a restrained transformation. The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became. This effect cannot be voluntarily suppressed. The curse cannot be removed by Remove Curse. Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence. 🕷️ Commander’s Veil (Cloak of Billowing) Wondrous Item, common This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely. When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form. The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination. Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted. When the cloak rests, it hangs in deep, still shadows. When it moves, it does so with purpose. As a bonus action, you can cause the cloak to billow dramatically. When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight. The movement feels guided rather than wind-driven — smooth, measured, and precise. For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place. This effect is purely visual and has no additional mechanical benefit. The cloak adapts subtly to environmental conditions. While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit. The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate. At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment. On closer inspection, its structure suggests something more deliberate: it is not simply made to protect — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) Appearance Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist. Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken. Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen. Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien: leicht rötlich Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist. Living Ownership Sigil Das Zeichen ist nicht statisch. Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen. Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat. Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz. Tattoo Attunement To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once this bonus action has been used, it can’t be used again until the next dawn. Minor Property: Painful (Bound Reprisal) You experience a harmless flash of pain when using the item. However, this pain is not constant. Instead, the tattoo reacts to disobedience. Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines: the recognized owner of the mark, or the tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed. At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify. Curse: Brand of Ownership The tattoo binds more than flesh—it enforces recognition. While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership. This manifests as a subtle but persistent psychological pressure: a sense of being observed or claimed When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling. The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers. Living Veil Choker Wondrous Item, common This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light. The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles. There is no visible clasp. Yet the choker always sits exactly where it should. The choker is composed of a strange, living-derived substance, bound into a stable ornamental form. It carries a constant soft red–rose–violet shimmer, regardless of lighting Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times. Over time, the choker subtly alters its appearance: the filigree shifts in fine detail These changes occur without command, as if the item simply reshapes itself according to unseen preferences. Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure. This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer. The process is subtle, continuous, and difficult to perceive without careful observation. To most, this is simply an unusual quality of its material. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. Metamorphic The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function. These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object. The choker is made from a material that behaves unlike conventional metal, cloth, or leather. Though its internal nature appears fluid and adaptive, its durability and function remain unaffected. More refined versions of the Living Veil Choker are known to extend beyond a simple collar. In such cases, the material may: spread across the upper body Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. To most observers, this is: An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable. To those who study it more closely: The material does not behave like something made. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | none | Show | ||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | none | Show | ||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use. The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests. During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed. Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity. Minor Property: ??? 🔒 DM Notes (Hidden Information) Minor Property (Hidden): Delver While underground, the bearer instinctively knows: the approximate depth below the surface, and the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels). This knowledge is not explicit (no maps, numbers, or visions). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. In areas heavily affected by Faerzress, this property is suppressed. The pearl becomes cold and inert. The intuitive guidance vanishes entirely. The primary Pearl of Power function remains unaffected. This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection. A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl. Narrative requirements: A stone-based sacred space Several hours of prayer and silence The pearl must remain in contact with natural stone throughout Effect of the blessing: The Delver property remains active in weak or intermittent Faerzress In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed This ritual does not alter the item’s rarity or core mechanics. This item does not guide deeper — it always favors the way back. It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent. It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists. Stonebound Authority (Veteran’s Cane) At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen. The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate. When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this. When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual. Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. The magic bound into Stonebound Authority carries the weight of command. You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority. Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | none | Show | ||||||
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Teilnehmer: Loot: Boneclaws (Silverd Scimitar) Weapon (Scimitar, silvered), Common These boneclaws are not forged blades, but a paired ritual weapon designed to enhance and transform the wearer’s natural claws rather than replace them. The claws are formed from polished bone fitted closely along the backs of the hands and forearms. Their cutting edges grow seamlessly from the wearer’s own claws, as if those claws had been lengthened, hardened, and reshaped. Fine, pale veins run through the bones – not real silver, not water but blood, pulsing through them in a way that cannot be explained. At rest, the boneclaws are short and compact. Their color is a muted turquoise, dull like dried bioluminescence. They feel warm to the touch, almost alive, and show signs of long use rather than craftsmanship meant for display. An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. The boneclaws are worn, not wielded. Attacks made with this weapon resemble natural slashing and tearing motions rather than sword strikes. To an observer, it is often unclear where the wearer’s natural claws end and the weapon begins. When the boneclaws’ magic is active, they begin to glow softly. The light is bioluminescent rather than bright, and the colors pulse slowly, shifting between deep blue, pale blue, turquoise, violet, and pinkish hues, as if something beneath the surface were breathing. This glow is most visible in darkness or under the influence of strange magic, but it does not produce enough light to meaningfully illuminate the surroundings. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. This transformation is not consciously controlled and has no effect on the weapon’s reach or damage. It is purely visual and narrative in nature. Issha’s Gifted Cloak (Nature's Mantle) This mantle is a piece of living craftsmanship rather than simple clothing. Its base is formed from carefully cured leather, layered with woven reeds, bark fibers, and thin, polished bone plates taken from the land the Kecuala call home. The materials overlap in irregular patterns, breaking the wearer’s silhouette and softening their outline against natural surroundings. The inner lining is warm and flexible, treated with herbal oils and ash, while the outer layers feel rough and weathered, blending easily into earth, brush, and stone. When the wearer stands still, the mantle seems to belong to the land itself — not through motion, but through stillness. Issha gifted this mantle to Kesh without ceremony. No blessing was spoken, no witnesses called. It was given as one hunter equips another: quietly, with trust. his cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. Minor Propetie: ??? Adventur Vorbereitung: +15 Stunde |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | none | Show | ||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | none | Show | ||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert. Loot: Trinket: Framed Painting of a Moonlit Dance Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair. The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette. Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite. Whispermark This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed. This spellwrought tattoo contains the spell Charm Person. Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released. The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked. Spell: Charm Person (1st-level) Windscale, the Unbreakable (Instrument of Illusions) Description Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs. The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact. While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument. Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory. Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it. Adventur Vorbereitung: +15 Stunde |
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| 2025-12-04 15:48 | Assignment 7. Season 2025 Version 2 | advancement | Shahana Lómelindë, Lómea Aurë-Lókë | Show | ||||||
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Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| 2025-11-30 17:18 | Assignment 5. Season 2025 Version 2 | advancement | Layra Luresong | Show | ||||||
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Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp Barrier Tattoo (Rare) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. AC: 15 + Dex modifier (max 2) |
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| 2025-11-01 18:00 | Assignment 6. Season 2025 Version 2 | advancement | Vela’vexyn "Vex" Cryomyrran'Thir | Show | ||||||
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Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp Staff of Fire You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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| Date ▼ | Adventure Title | Session | ACP | TCP | Downtime | Renown | GP | Character Rewarded | ||
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| Service Rewards Season 13 (50??) | Show | |||||||||
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Grand Total of Service Hours = 20 (20 used for Rewards) |
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| Service Rewards Season 12 a | Show | |||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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| Service Rewards Season 2025 Version 2 | Show | |||||||||
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Grand Total of Service Hours = 130 (105 used for Rewards) |
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| Service Rewards Season 12 b | Show | |||||||||
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Grand Total of Service Hours = 37 (37 used for Rewards) |
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| Service Rewards Season 50th Anniversary B | Show | |||||||||
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Grand Total of Service Hours = 40 (40 used for Rewards) |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 11 b | Show | |||||||||
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Grand Total of Service Hours = 34 (34 used for Rewards) |
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| Preparation Time Season 2025 Version 2 | Show | |||||||||
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Preparation/Creation Time: Preparation Time Adventure´s DMed |
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| Service Rewards Season 12 c | Show | |||||||||
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Grand Total of Service Hours = 72 (72 used for Rewards) |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | Far Howling | Show | ||||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns. The tattoo does not appear inked — it looks grown. Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted. When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks. From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body. The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface. The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead. These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. You feel a persistent, underlying pain while bearing this tattoo. The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain. When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body. This pain does not impose mechanical penalties, but it is constant and cannot be ignored. Curse – Residual Mark of the Spider Queen The tattoo carries a lingering spiritual instability born from an interrupted transformation. While attuned, the wearer suffers the following minor curse: The tattoo is not a passive mark — it is a restrained transformation. The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became. This effect cannot be voluntarily suppressed. The curse cannot be removed by Remove Curse. Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence. 🕷️ Commander’s Veil (Cloak of Billowing) Wondrous Item, common This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely. When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form. The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination. Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted. When the cloak rests, it hangs in deep, still shadows. When it moves, it does so with purpose. As a bonus action, you can cause the cloak to billow dramatically. When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight. The movement feels guided rather than wind-driven — smooth, measured, and precise. For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place. This effect is purely visual and has no additional mechanical benefit. The cloak adapts subtly to environmental conditions. While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit. The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate. At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment. On closer inspection, its structure suggests something more deliberate: it is not simply made to protect — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) Appearance Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist. Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken. Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen. Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien: leicht rötlich Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist. Living Ownership Sigil Das Zeichen ist nicht statisch. Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen. Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat. Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz. Tattoo Attunement To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once this bonus action has been used, it can’t be used again until the next dawn. Minor Property: Painful (Bound Reprisal) You experience a harmless flash of pain when using the item. However, this pain is not constant. Instead, the tattoo reacts to disobedience. Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines: the recognized owner of the mark, or the tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed. At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify. Curse: Brand of Ownership The tattoo binds more than flesh—it enforces recognition. While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership. This manifests as a subtle but persistent psychological pressure: a sense of being observed or claimed When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling. The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers. Living Veil Choker Wondrous Item, common This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light. The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles. There is no visible clasp. Yet the choker always sits exactly where it should. The choker is composed of a strange, living-derived substance, bound into a stable ornamental form. It carries a constant soft red–rose–violet shimmer, regardless of lighting Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times. Over time, the choker subtly alters its appearance: the filigree shifts in fine detail These changes occur without command, as if the item simply reshapes itself according to unseen preferences. Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure. This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer. The process is subtle, continuous, and difficult to perceive without careful observation. To most, this is simply an unusual quality of its material. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. Metamorphic The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function. These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object. The choker is made from a material that behaves unlike conventional metal, cloth, or leather. Though its internal nature appears fluid and adaptive, its durability and function remain unaffected. More refined versions of the Living Veil Choker are known to extend beyond a simple collar. In such cases, the material may: spread across the upper body Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. To most observers, this is: An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable. To those who study it more closely: The material does not behave like something made. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | Show | |||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use. The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests. During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed. Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity. Minor Property: ??? 🔒 DM Notes (Hidden Information) Minor Property (Hidden): Delver While underground, the bearer instinctively knows: the approximate depth below the surface, and the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels). This knowledge is not explicit (no maps, numbers, or visions). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. In areas heavily affected by Faerzress, this property is suppressed. The pearl becomes cold and inert. The intuitive guidance vanishes entirely. The primary Pearl of Power function remains unaffected. This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection. A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl. Narrative requirements: A stone-based sacred space Several hours of prayer and silence The pearl must remain in contact with natural stone throughout Effect of the blessing: The Delver property remains active in weak or intermittent Faerzress In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed This ritual does not alter the item’s rarity or core mechanics. This item does not guide deeper — it always favors the way back. It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent. It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists. Stonebound Authority (Veteran’s Cane) At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen. The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate. When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this. When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual. Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. The magic bound into Stonebound Authority carries the weight of command. You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority. Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | Show | |||||||
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Teilnehmer: Loot: Boneclaws (Silverd Scimitar) Weapon (Scimitar, silvered), Common These boneclaws are not forged blades, but a paired ritual weapon designed to enhance and transform the wearer’s natural claws rather than replace them. The claws are formed from polished bone fitted closely along the backs of the hands and forearms. Their cutting edges grow seamlessly from the wearer’s own claws, as if those claws had been lengthened, hardened, and reshaped. Fine, pale veins run through the bones – not real silver, not water but blood, pulsing through them in a way that cannot be explained. At rest, the boneclaws are short and compact. Their color is a muted turquoise, dull like dried bioluminescence. They feel warm to the touch, almost alive, and show signs of long use rather than craftsmanship meant for display. An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. The boneclaws are worn, not wielded. Attacks made with this weapon resemble natural slashing and tearing motions rather than sword strikes. To an observer, it is often unclear where the wearer’s natural claws end and the weapon begins. When the boneclaws’ magic is active, they begin to glow softly. The light is bioluminescent rather than bright, and the colors pulse slowly, shifting between deep blue, pale blue, turquoise, violet, and pinkish hues, as if something beneath the surface were breathing. This glow is most visible in darkness or under the influence of strange magic, but it does not produce enough light to meaningfully illuminate the surroundings. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. This transformation is not consciously controlled and has no effect on the weapon’s reach or damage. It is purely visual and narrative in nature. Issha’s Gifted Cloak (Nature's Mantle) This mantle is a piece of living craftsmanship rather than simple clothing. Its base is formed from carefully cured leather, layered with woven reeds, bark fibers, and thin, polished bone plates taken from the land the Kecuala call home. The materials overlap in irregular patterns, breaking the wearer’s silhouette and softening their outline against natural surroundings. The inner lining is warm and flexible, treated with herbal oils and ash, while the outer layers feel rough and weathered, blending easily into earth, brush, and stone. When the wearer stands still, the mantle seems to belong to the land itself — not through motion, but through stillness. Issha gifted this mantle to Kesh without ceremony. No blessing was spoken, no witnesses called. It was given as one hunter equips another: quietly, with trust. his cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. Minor Propetie: ??? Adventur Vorbereitung: +15 Stunde |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | Show | |||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert. Loot: Trinket: Framed Painting of a Moonlit Dance Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair. The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette. Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite. Whispermark This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed. This spellwrought tattoo contains the spell Charm Person. Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released. The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked. Spell: Charm Person (1st-level) Windscale, the Unbreakable (Instrument of Illusions) Description Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs. The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact. While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument. Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory. Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it. Adventur Vorbereitung: +15 Stunde |
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| 2025-12-04 15:48 | Assignment 7. Season 2025 Version 2 | 10000 | Shahana Lómelindë, Lómea Aurë-Lókë | Show | ||||||
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Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| 2025-11-30 17:18 | Assignment 5. Season 2025 Version 2 | 2500 | Layra Luresong | Show | ||||||
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Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp Barrier Tattoo (Rare) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. AC: 15 + Dex modifier (max 2) |
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| 2025-11-01 18:00 | Assignment 6. Season 2025 Version 2 | 10000 | Vela’vexyn "Vex" Cryomyrran'Thir | Show | ||||||
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Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp Staff of Fire You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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| Date ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Missions | Hours | Character Rewarded | |
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| Service Rewards Season 13 (50??) | Show | |||||||||
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Grand Total of Service Hours = 20 (20 used for Rewards) |
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| Service Rewards Season 12 a | -3 | Show | ||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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| Service Rewards Season 2025 Version 2 | Show | |||||||||
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Grand Total of Service Hours = 130 (105 used for Rewards) |
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| Service Rewards Season 12 b | Show | |||||||||
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Grand Total of Service Hours = 37 (37 used for Rewards) |
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| Service Rewards Season 50th Anniversary B | Show | |||||||||
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Grand Total of Service Hours = 40 (40 used for Rewards) |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 11 b | Show | |||||||||
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Grand Total of Service Hours = 34 (34 used for Rewards) |
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| Preparation Time Season 2025 Version 2 | Show | |||||||||
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Preparation/Creation Time: Preparation Time Adventure´s DMed |
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| Service Rewards Season 12 c | Show | |||||||||
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Grand Total of Service Hours = 72 (72 used for Rewards) |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | Far Howling | Show | ||||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns. The tattoo does not appear inked — it looks grown. Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted. When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks. From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body. The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface. The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead. These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. You feel a persistent, underlying pain while bearing this tattoo. The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain. When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body. This pain does not impose mechanical penalties, but it is constant and cannot be ignored. Curse – Residual Mark of the Spider Queen The tattoo carries a lingering spiritual instability born from an interrupted transformation. While attuned, the wearer suffers the following minor curse: The tattoo is not a passive mark — it is a restrained transformation. The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became. This effect cannot be voluntarily suppressed. The curse cannot be removed by Remove Curse. Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence. 🕷️ Commander’s Veil (Cloak of Billowing) Wondrous Item, common This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely. When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form. The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination. Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted. When the cloak rests, it hangs in deep, still shadows. When it moves, it does so with purpose. As a bonus action, you can cause the cloak to billow dramatically. When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight. The movement feels guided rather than wind-driven — smooth, measured, and precise. For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place. This effect is purely visual and has no additional mechanical benefit. The cloak adapts subtly to environmental conditions. While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit. The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate. At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment. On closer inspection, its structure suggests something more deliberate: it is not simply made to protect — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) Appearance Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist. Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken. Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen. Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien: leicht rötlich Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist. Living Ownership Sigil Das Zeichen ist nicht statisch. Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen. Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat. Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz. Tattoo Attunement To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once this bonus action has been used, it can’t be used again until the next dawn. Minor Property: Painful (Bound Reprisal) You experience a harmless flash of pain when using the item. However, this pain is not constant. Instead, the tattoo reacts to disobedience. Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines: the recognized owner of the mark, or the tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed. At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify. Curse: Brand of Ownership The tattoo binds more than flesh—it enforces recognition. While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership. This manifests as a subtle but persistent psychological pressure: a sense of being observed or claimed When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling. The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers. Living Veil Choker Wondrous Item, common This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light. The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles. There is no visible clasp. Yet the choker always sits exactly where it should. The choker is composed of a strange, living-derived substance, bound into a stable ornamental form. It carries a constant soft red–rose–violet shimmer, regardless of lighting Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times. Over time, the choker subtly alters its appearance: the filigree shifts in fine detail These changes occur without command, as if the item simply reshapes itself according to unseen preferences. Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure. This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer. The process is subtle, continuous, and difficult to perceive without careful observation. To most, this is simply an unusual quality of its material. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. Metamorphic The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function. These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object. The choker is made from a material that behaves unlike conventional metal, cloth, or leather. Though its internal nature appears fluid and adaptive, its durability and function remain unaffected. More refined versions of the Living Veil Choker are known to extend beyond a simple collar. In such cases, the material may: spread across the upper body Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. To most observers, this is: An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable. To those who study it more closely: The material does not behave like something made. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | Show | |||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use. The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests. During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed. Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity. Minor Property: ??? 🔒 DM Notes (Hidden Information) Minor Property (Hidden): Delver While underground, the bearer instinctively knows: the approximate depth below the surface, and the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels). This knowledge is not explicit (no maps, numbers, or visions). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. In areas heavily affected by Faerzress, this property is suppressed. The pearl becomes cold and inert. The intuitive guidance vanishes entirely. The primary Pearl of Power function remains unaffected. This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection. A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl. Narrative requirements: A stone-based sacred space Several hours of prayer and silence The pearl must remain in contact with natural stone throughout Effect of the blessing: The Delver property remains active in weak or intermittent Faerzress In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed This ritual does not alter the item’s rarity or core mechanics. This item does not guide deeper — it always favors the way back. It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent. It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists. Stonebound Authority (Veteran’s Cane) At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen. The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate. When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this. When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual. Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. The magic bound into Stonebound Authority carries the weight of command. You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority. Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | Show | |||||||
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Teilnehmer: Loot: Boneclaws (Silverd Scimitar) Weapon (Scimitar, silvered), Common These boneclaws are not forged blades, but a paired ritual weapon designed to enhance and transform the wearer’s natural claws rather than replace them. The claws are formed from polished bone fitted closely along the backs of the hands and forearms. Their cutting edges grow seamlessly from the wearer’s own claws, as if those claws had been lengthened, hardened, and reshaped. Fine, pale veins run through the bones – not real silver, not water but blood, pulsing through them in a way that cannot be explained. At rest, the boneclaws are short and compact. Their color is a muted turquoise, dull like dried bioluminescence. They feel warm to the touch, almost alive, and show signs of long use rather than craftsmanship meant for display. An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. The boneclaws are worn, not wielded. Attacks made with this weapon resemble natural slashing and tearing motions rather than sword strikes. To an observer, it is often unclear where the wearer’s natural claws end and the weapon begins. When the boneclaws’ magic is active, they begin to glow softly. The light is bioluminescent rather than bright, and the colors pulse slowly, shifting between deep blue, pale blue, turquoise, violet, and pinkish hues, as if something beneath the surface were breathing. This glow is most visible in darkness or under the influence of strange magic, but it does not produce enough light to meaningfully illuminate the surroundings. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. This transformation is not consciously controlled and has no effect on the weapon’s reach or damage. It is purely visual and narrative in nature. Issha’s Gifted Cloak (Nature's Mantle) This mantle is a piece of living craftsmanship rather than simple clothing. Its base is formed from carefully cured leather, layered with woven reeds, bark fibers, and thin, polished bone plates taken from the land the Kecuala call home. The materials overlap in irregular patterns, breaking the wearer’s silhouette and softening their outline against natural surroundings. The inner lining is warm and flexible, treated with herbal oils and ash, while the outer layers feel rough and weathered, blending easily into earth, brush, and stone. When the wearer stands still, the mantle seems to belong to the land itself — not through motion, but through stillness. Issha gifted this mantle to Kesh without ceremony. No blessing was spoken, no witnesses called. It was given as one hunter equips another: quietly, with trust. his cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. Minor Propetie: ??? Adventur Vorbereitung: +15 Stunde |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | Show | |||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert. Loot: Trinket: Framed Painting of a Moonlit Dance Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair. The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette. Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite. Whispermark This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed. This spellwrought tattoo contains the spell Charm Person. Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released. The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked. Spell: Charm Person (1st-level) Windscale, the Unbreakable (Instrument of Illusions) Description Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs. The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact. While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument. Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory. Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it. Adventur Vorbereitung: +15 Stunde |
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| 2025-12-04 15:48 | Assignment 7. Season 2025 Version 2 | 10000 | Shahana Lómelindë, Lómea Aurë-Lókë | Show | ||||||
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Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| 2025-11-30 17:18 | Assignment 5. Season 2025 Version 2 | 2500 | Layra Luresong | Show | ||||||
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Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp Barrier Tattoo (Rare) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. AC: 15 + Dex modifier (max 2) |
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| 2025-11-01 18:00 | Assignment 6. Season 2025 Version 2 | 10000 | Vela’vexyn "Vex" Cryomyrran'Thir | Show | ||||||
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Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp Staff of Fire You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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