DM Log Entries
Date | Adventure Title | Session | Reward | Magic Items | Character | |||||
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2023-12-14 18:05 | Assignment 1. Season 12 c | advancement | Kish Loneheart Akannathi | Show | ||||||
+250 gp und 1 Lvl Up von Tier 1 Service Reward |
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Service Rewards Season 2025 Version 2 | none | Show | ||||||||
Grand Total of Service Hours = 120 (0 used for Rewards) ... |
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Preparation Time Season 2025 Version 2 | none | Show | ||||||||
Preparation/Creation Time: Preparation Time |
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2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2022-06-04 19:50 | Abenteuer Vorbereitung (Season 11 b) | none | Show | |||||||
Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!! Vorbereitung von DC-PoA-CONMAR-01 Something Sinister |
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2022-06-06 19:50 | Assignment 2 Season 11b | magic_item | Sylriel Sunriver | Show | ||||||
gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days Dragon Wing Longbow The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-01-28 03:49 | Assignment 3 Season 12 c | advancement | Veil of Shadows (Veil) | Show | ||||||
+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 from you, as inky tendrils launch toward the target. 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. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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2022-06-06 19:50 | Assignment 3 Season 11b | advancement | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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2022-06-06 20:00 | Assignment 4 Season 11b | advancement | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | none | Show | |||||||
Vorbereitung von |
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2022-07-25 00:00 | Assignment 3 Season 12 b | advancement | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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2023-07-30 00:00 | Assignment 4 Season 12 b | advancement | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2023-07-17 16:00 | Assignment 4. Season 12 b | advancement | Enndlin Hearthfire | Show | ||||||
+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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2023-07-30 00:00 | Assignment 6 Season 12 b | advancement | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | none | Show | |||||||
Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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2024-01-30 23:48 | Assignment 4 Season 12 c | advancement | Yoake (no Sone) | Show | ||||||
gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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2024-02-06 18:53 | Assignment 5. Season 12 c | magic_item | Ember Claw | Show | ||||||
Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2024-02-06 18:57 | Assignment 6. Season 12 c | magic_item | Raya Lightshield | Show | ||||||
Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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2024-02-06 19:03 | Assignment 7. Season 12 c | magic_item | Viper "Giant Python" | Show | ||||||
Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |
Date | Adventure Title | Session | ACP | TCP | Downtime ▲ | Renown | GP | Character Rewarded | ||
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2023-12-14 18:05 | Assignment 1. Season 12 c | 250 | Kish Loneheart Akannathi | Show | ||||||
+250 gp und 1 Lvl Up von Tier 1 Service Reward |
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Service Rewards Season 2025 Version 2 | Show | |||||||||
Grand Total of Service Hours = 120 (0 used for Rewards) ... |
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Preparation Time Season 2025 Version 2 | Show | |||||||||
Preparation/Creation Time: Preparation Time |
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2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2022-06-04 19:50 | Abenteuer Vorbereitung (Season 11 b) | Show | ||||||||
Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!! Vorbereitung von DC-PoA-CONMAR-01 Something Sinister |
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2022-06-06 19:50 | Assignment 2 Season 11b | Sylriel Sunriver | Show | |||||||
gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days Dragon Wing Longbow The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-01-28 03:49 | Assignment 3 Season 12 c | 250 | Veil of Shadows (Veil) | Show | ||||||
+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 from you, as inky tendrils launch toward the target. 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. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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2022-06-06 19:50 | Assignment 3 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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2022-06-06 20:00 | Assignment 4 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | Show | ||||||||
Vorbereitung von |
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2022-07-25 00:00 | Assignment 3 Season 12 b | 2500 | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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2023-07-30 00:00 | Assignment 4 Season 12 b | 2500 | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2023-07-17 16:00 | Assignment 4. Season 12 b | 250 | Enndlin Hearthfire | Show | ||||||
+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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2023-07-30 00:00 | Assignment 6 Season 12 b | 0 | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | Show | ||||||||
Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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2024-01-30 23:48 | Assignment 4 Season 12 c | 2500 | Yoake (no Sone) | Show | ||||||
gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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2024-02-06 18:53 | Assignment 5. Season 12 c | 1600 | Ember Claw | Show | ||||||
Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2024-02-06 18:57 | Assignment 6. Season 12 c | Raya Lightshield | Show | |||||||
Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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2024-02-06 19:03 | Assignment 7. Season 12 c | Viper "Giant Python" | Show | |||||||
Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |
Date | Adventure Title | Session | XP | GP | Downtime ▲ | Renown | Missions | Hours | Character Rewarded | |
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2023-12-14 18:05 | Assignment 1. Season 12 c | 250 | Kish Loneheart Akannathi | Show | ||||||
+250 gp und 1 Lvl Up von Tier 1 Service Reward |
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Service Rewards Season 2025 Version 2 | Show | |||||||||
Grand Total of Service Hours = 120 (0 used for Rewards) ... |
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Preparation Time Season 2025 Version 2 | Show | |||||||||
Preparation/Creation Time: Preparation Time |
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2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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2022-06-04 19:50 | Abenteuer Vorbereitung (Season 11 b) | Show | ||||||||
Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!! Vorbereitung von DC-PoA-CONMAR-01 Something Sinister |
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2022-06-06 19:50 | Assignment 2 Season 11b | Sylriel Sunriver | Show | |||||||
gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days Dragon Wing Longbow The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2024-01-28 03:49 | Assignment 3 Season 12 c | 250 | Veil of Shadows (Veil) | Show | ||||||
+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 from you, as inky tendrils launch toward the target. 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. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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2022-06-06 19:50 | Assignment 3 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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2022-06-06 20:00 | Assignment 4 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | Show | ||||||||
Vorbereitung von |
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2022-07-25 00:00 | Assignment 3 Season 12 b | 2500 | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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2023-07-30 00:00 | Assignment 4 Season 12 b | 2500 | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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2023-07-17 16:00 | Assignment 4. Season 12 b | 250 | Enndlin Hearthfire | Show | ||||||
+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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2023-07-30 00:00 | Assignment 6 Season 12 b | 0 | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | Show | ||||||||
Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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2024-01-30 23:48 | Assignment 4 Season 12 c | 2500 | Yoake (no Sone) | Show | ||||||
gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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2024-02-06 18:53 | Assignment 5. Season 12 c | 1600 | Ember Claw | Show | ||||||
Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2024-02-06 18:57 | Assignment 6. Season 12 c | Raya Lightshield | Show | |||||||
Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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2024-02-06 19:03 | Assignment 7. Season 12 c | Viper "Giant Python" | Show | |||||||
Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |