DM Log Entries

Total Hours:
10

Total GP:
70446
Unused GP:
80

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session Reward ▼ Magic Items Character
2025-11-01 18:00 Assignment 6. Season 2025 Version 2 advancement Vela’vexyn "Vex" Cryomyrran'Thir Show

Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp


Staff of Fire
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

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.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4

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.


2025-11-30 17:18 Assignment 5. Season 2025 Version 2 advancement Layra Luresong Show

Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp


Barrier Tattoo (Rare)
Wondrous item (tattoo), rare (requires attunement)

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)


2025-12-04 15:48 Assignment 7. Season 2025 Version 2 advancement Shahana Lómelindë, Lómea Aurë-Lókë Show

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)
Wondrous item, very rare (requires attunement by a monk)

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.


2024-03-04 10:40 Mentoring New Players none Show

Einführung von Steinos:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2024-03-04 22:52 Mentoring New Players none Show

Einführung von Coldii:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 none Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2024-03-20 20:03 DDAL 10-01 The Frozen North 1 none Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


Service Rewards Season 50th Anniversary B none Show

Grand Total of Service Hours = 40 (40 used for Rewards)
Common/Uncommon Rewards
1. Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days -5h
4. Rashaa "Forgotten One" gets a Tier 2 adventure reward (= Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)) + 250gp -5h
....
Rare Rewards
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp (-10h)
...
Very Rare Rewards
2. Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp -20h
...

2025-10-16 20:00 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains 1 none Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Howling in the Mountains


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
(1) Brennjie - Ylvira -Wood Elf - Rogue 1 none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) C0ldW0lf - Virion - Eladrin - Fighter 1/Warlock 3 - none
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none
Raimundo_O - Vrakk’tuun “Skyrider” - Custom Lineage- Ranger 1 - none


Player Gaind: 475 gp - 79.16gp per Spieler


Charm of Snowball Strike.
This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you.


🐺❄ Story Award: Witnesses to the Northgaze

"You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North."

The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient.

You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north.

Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess.

🎲 Effect:

One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard).

Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


🐾❄ Story Award: Hunter of Purity

"You have erased the trail of blood and fanaticism—and made the North a little safer."

You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily.

Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection.

🎲 Effect:

  • One-time: Advantage on one Survival check related to hunting, tracking, or tracking.

    • You enjoy reputation among Malar's enemies, who are more likely to be sympathetic to you.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


Bloodfang Corundum (Red Corundum Elemental Gem)

Wondrous Item, Uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.

"An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack."

Usable once. Breaking the gem summons a fire elemental.

In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals.

It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites.

Fluff Effects:

Near blood or fresh flesh, the stone begins to pulse faintly.

In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core.

When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards.


Wolfclaw Gauntlets (Gauntlets of Ogre Power)
Wondrous Item, Uncommon (Requires Attunement)

Description:
These gloves are made of coarse leather inlaid with wolf and beast claws. They appear rough and raw, but as soon as you slip them on, you feel something alive within them—as if they weren't being worn, but rather become part of your body.

Effect:

  • Sets your Strength to 19 while wearing them.

    • Minor Property – Sentinel (Beasts): The claws begin to glow faintly reddish when beasts are within 120 feet.
    • Fluff: The glow is like raised fur or a growl from deep within your chest. It's not a visual alarm, but an instinctive glow that makes you feel, "Something's alive out there."

Fluff – Putting on:

When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head.

Fluff – Taking them off:

When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away.


Bloodhide Armor (Cast-Off Armor Breastplate)

(Breastplate, common)

Beschreibung:
Diese Brustplatte ist aus gehärtetem Leder, Knochenstücken und Fell gefertigt. In das innere Material sind rote Linien wie Adern eingearbeitet, die bei Berührung warm wirken – als würde in ihnen noch Blut fließen. Sie ist kein toter Gegenstand, sondern fühlt sich an, als sei sie ein Teil eines Jägers, der nie ganz gestorben ist.

Effekt:

Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen.

AC 14 + DEX (max. +2), keine Stealth-Nachteile.

Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist.

Fluff – Anlegen:

Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen.

Fluff – Ablegen:

Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers.


2026-04-03 19:30 Fr-DC-BftD: Kesh from the Thruk-Ka tribe 1 none Show

Teilnehmer:
(10) Raimundo_O - Kesh - Lizardfolk - Ranger 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC



Loot:
1x Marshmother’s Balm (functions as Keoghtom’s Ointment)
.
Trinke: Crude Leather Patch with Green Handprint
Trinket: Smooth Obsidian Bead
Trinket: Bone Tide Charm
Trinket: Scale of the First Hunt


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.
Claw Reinforcement

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.
Minor Property – Beacon

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.
Quirk – Metamorphic

The boneclaws respond instinctively to danger and emotional tension.

In calm moments, they remain short and subdued.
In combat or imminent threat, they subtly lengthen, their shapes becoming more aggressive as the colors intensify and shift more rapidly, giving the impression of flowing, living blades.

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)
Wondrous Item, Spellcasting Focus, Uncommon (Requires Attunement by a Druid or Ranger)

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
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-05-26 19:30 DDAL 10-00 Ice Road Trackers 1 none Show

Teilnehmer:
(2)Manfred Hase - Captain Nelson McGriffith - Bugbear - Fighter 1 / Rogue 1
(1) Timo - Viclin - elf (drow) - Ranger 1
(1) Daniel - Glitzer - Fairy - Monk 1
(1) Schlauch - Snag Gawula - TLC - Rouge 1lvl none

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 none Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

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.
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.
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 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.
Minor Property: Painful

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:
Minor Detrimental Property – Painful

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.
Curse Limitation

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
Description

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.
Billowing

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.
Minor Property – Temperate

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.
Flavor

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 —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

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
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

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 house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

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
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

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
(Clothes of Mending, reflavored)
Appearance

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.
Material

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
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

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
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

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.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

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.
Strange Material

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.
Extended Forms

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
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

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.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


Service Rewards Season 12 c none Show

Grand Total of Service Hours = 72 (72 used for Rewards)
Uncommon Rewards
1. Ember Claw gets a Tier 1 reward (Insignia of Claws), das lvl up und + 250 gp geht an Kish Loneheart Akannathi (-5h)
2. Yūgure gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp (-5h)
3. Veil of Shadows (Veil) gets a Tier 1 adventure reward (= Eldritch Claw Tattoo) + 250 gp (-5h)
7. Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days (-5h)
8. Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up (Rest -2h)
....
Rare Rewards
4. Yoake gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up (-10h)
...
Very Rare Rewards
5. Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days (-20h)
6. Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days (-20 h)
...

2023-11-01 19:00 CCC-CONMAR01-01 Helping Hands 1 none Show

Teilnehmer:
(4) Flammenklinge Hope - Goblin- Hexenmeister-Hexblade 4
(4) Trava - Nuala - Haregon - Druid 4 - Emerald Enclave (Erstellungslog fehlt ö-ö)
(1) Rhivuas - Rook Mirthwhistle - Kenku - Rouge 1 - none (hier fehlen noch Charerstellungs Log XD)
(4) ZerosWolf - Merle Blattfuß - Halfling - Druid 4 - none
(4) Raimundo_O- Marinus - Plasmoid - Fighter 1 Fathomless Warlock 3- none
(1) Brennjie - Spriggan - Eladrin - Ranger 1 - none (Erstellungslog fehlt noch =P)


Loot: 500gp = pro 83,3gp
1x Potion of Healing
1x Spell Scroll of Speak with Animals


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Lantern of Revealing

Wondrous item, uncommon

While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if 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-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 none Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 none Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.


Service Rewards Season 12 a none Show

Grand Total of Service Hours = 30 (30 used for Rewards)
Uncommon Rewards
3. Brenris Forgegift gets a Tier 1 reward (Mithral Plate Armor)+ 250 gp and lvl up (-5h)
4. Brenris Forgegift gets a Tier 1 reward (Gauntlets of Ogre Power)+ 250 gp, das lvl up geht an Fenree Wildwood (-5h)
....
Rare Rewards
1. Ssakiel gets a Tier 2 adventure reward (Glamoured Studded Leather)+ 2500 gp, das lvl up geht an Kalis Nordwind (-10h)
2. Noriel Aurōrae gets a Tier 2 adventure reward (Cloak of Displacement)+ 2500 gp, das lvl up geht an Seetha Muscaria (-10h)
...
Very Rare Rewards
...

2024-01-05 20:30 CCC-ARCON01-02 A Whale of a Tale 1 none Show

Teilnehmer:
(1) happy - Kan - Orc - Fighter 1 - none
(4) - Pet_Kola - Quasimir Omensucher - Ghostwise Halfling - Divination Wizard 4 - none
(3) Bramymond - Zepherin - V.human - Rogue: Arcane Trickster 3 - none
(1) flammenklinge - Doby - Bugbear- Kämpfer lvl 1 - none
(4) Echo - Hastor - Way of the Dreagon Monk lvl 4 - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 100 gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


2024-01-26 21:30 CCC-ARCON01-02 A Whale of a Tale 1 none Show

Teilnehmer:
(4) Dixer - Dayeykos Haerlgent - Eladrin - Inquisitive Rogue 4 - Gilded Gallows
(2) Payz - Uras - Tiefling - Cleric 2 - No Factions
(1) Jarlsson - Lin Lin Gong - Wood Elf - Monk 1 - none
(3) Marcelinho700 - Thorin Healhammer - Standart Human - Life Domain Cleric - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 123gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


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
24 h über mehr mehrere Tage


Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded
2025-11-01 18:00 Assignment 6. Season 2025 Version 2 10000 Vela’vexyn "Vex" Cryomyrran'Thir Show

Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp


Staff of Fire
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

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.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4

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.


2025-11-30 17:18 Assignment 5. Season 2025 Version 2 2500 Layra Luresong Show

Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp


Barrier Tattoo (Rare)
Wondrous item (tattoo), rare (requires attunement)

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)


2025-12-04 15:48 Assignment 7. Season 2025 Version 2 10000 Shahana Lómelindë, Lómea Aurë-Lókë Show

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)
Wondrous item, very rare (requires attunement by a monk)

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.


2024-03-04 10:40 Mentoring New Players Show

Einführung von Steinos:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2024-03-04 22:52 Mentoring New Players Show

Einführung von Coldii:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2024-03-20 20:03 DDAL 10-01 The Frozen North 1 Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


Service Rewards Season 50th Anniversary B Show

Grand Total of Service Hours = 40 (40 used for Rewards)
Common/Uncommon Rewards
1. Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days -5h
4. Rashaa "Forgotten One" gets a Tier 2 adventure reward (= Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)) + 250gp -5h
....
Rare Rewards
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp (-10h)
...
Very Rare Rewards
2. Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp -20h
...

2025-10-16 20:00 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Howling in the Mountains


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
(1) Brennjie - Ylvira -Wood Elf - Rogue 1 none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) C0ldW0lf - Virion - Eladrin - Fighter 1/Warlock 3 - none
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none
Raimundo_O - Vrakk’tuun “Skyrider” - Custom Lineage- Ranger 1 - none


Player Gaind: 475 gp - 79.16gp per Spieler


Charm of Snowball Strike.
This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you.


🐺❄ Story Award: Witnesses to the Northgaze

"You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North."

The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient.

You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north.

Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess.

🎲 Effect:

One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard).

Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


🐾❄ Story Award: Hunter of Purity

"You have erased the trail of blood and fanaticism—and made the North a little safer."

You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily.

Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection.

🎲 Effect:

  • One-time: Advantage on one Survival check related to hunting, tracking, or tracking.

    • You enjoy reputation among Malar's enemies, who are more likely to be sympathetic to you.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


Bloodfang Corundum (Red Corundum Elemental Gem)

Wondrous Item, Uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.

"An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack."

Usable once. Breaking the gem summons a fire elemental.

In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals.

It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites.

Fluff Effects:

Near blood or fresh flesh, the stone begins to pulse faintly.

In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core.

When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards.


Wolfclaw Gauntlets (Gauntlets of Ogre Power)
Wondrous Item, Uncommon (Requires Attunement)

Description:
These gloves are made of coarse leather inlaid with wolf and beast claws. They appear rough and raw, but as soon as you slip them on, you feel something alive within them—as if they weren't being worn, but rather become part of your body.

Effect:

  • Sets your Strength to 19 while wearing them.

    • Minor Property – Sentinel (Beasts): The claws begin to glow faintly reddish when beasts are within 120 feet.
    • Fluff: The glow is like raised fur or a growl from deep within your chest. It's not a visual alarm, but an instinctive glow that makes you feel, "Something's alive out there."

Fluff – Putting on:

When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head.

Fluff – Taking them off:

When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away.


Bloodhide Armor (Cast-Off Armor Breastplate)

(Breastplate, common)

Beschreibung:
Diese Brustplatte ist aus gehärtetem Leder, Knochenstücken und Fell gefertigt. In das innere Material sind rote Linien wie Adern eingearbeitet, die bei Berührung warm wirken – als würde in ihnen noch Blut fließen. Sie ist kein toter Gegenstand, sondern fühlt sich an, als sei sie ein Teil eines Jägers, der nie ganz gestorben ist.

Effekt:

Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen.

AC 14 + DEX (max. +2), keine Stealth-Nachteile.

Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist.

Fluff – Anlegen:

Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen.

Fluff – Ablegen:

Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers.


2026-04-03 19:30 Fr-DC-BftD: Kesh from the Thruk-Ka tribe 1 Show

Teilnehmer:
(10) Raimundo_O - Kesh - Lizardfolk - Ranger 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC



Loot:
1x Marshmother’s Balm (functions as Keoghtom’s Ointment)
.
Trinke: Crude Leather Patch with Green Handprint
Trinket: Smooth Obsidian Bead
Trinket: Bone Tide Charm
Trinket: Scale of the First Hunt


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.
Claw Reinforcement

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.
Minor Property – Beacon

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.
Quirk – Metamorphic

The boneclaws respond instinctively to danger and emotional tension.

In calm moments, they remain short and subdued.
In combat or imminent threat, they subtly lengthen, their shapes becoming more aggressive as the colors intensify and shift more rapidly, giving the impression of flowing, living blades.

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)
Wondrous Item, Spellcasting Focus, Uncommon (Requires Attunement by a Druid or Ranger)

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
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-05-26 19:30 DDAL 10-00 Ice Road Trackers 1 80 Show

Teilnehmer:
(2)Manfred Hase - Captain Nelson McGriffith - Bugbear - Fighter 1 / Rogue 1
(1) Timo - Viclin - elf (drow) - Ranger 1
(1) Daniel - Glitzer - Fairy - Monk 1
(1) Schlauch - Snag Gawula - TLC - Rouge 1lvl none

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

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.
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.
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 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.
Minor Property: Painful

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:
Minor Detrimental Property – Painful

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.
Curse Limitation

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
Description

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.
Billowing

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.
Minor Property – Temperate

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.
Flavor

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 —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

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
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

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 house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

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
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

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
(Clothes of Mending, reflavored)
Appearance

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.
Material

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
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

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
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

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.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

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.
Strange Material

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.
Extended Forms

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
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

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.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


Service Rewards Season 12 c Show

Grand Total of Service Hours = 72 (72 used for Rewards)
Uncommon Rewards
1. Ember Claw gets a Tier 1 reward (Insignia of Claws), das lvl up und + 250 gp geht an Kish Loneheart Akannathi (-5h)
2. Yūgure gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp (-5h)
3. Veil of Shadows (Veil) gets a Tier 1 adventure reward (= Eldritch Claw Tattoo) + 250 gp (-5h)
7. Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days (-5h)
8. Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up (Rest -2h)
....
Rare Rewards
4. Yoake gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up (-10h)
...
Very Rare Rewards
5. Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days (-20h)
6. Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days (-20 h)
...

2023-11-01 19:00 CCC-CONMAR01-01 Helping Hands 1 Show

Teilnehmer:
(4) Flammenklinge Hope - Goblin- Hexenmeister-Hexblade 4
(4) Trava - Nuala - Haregon - Druid 4 - Emerald Enclave (Erstellungslog fehlt ö-ö)
(1) Rhivuas - Rook Mirthwhistle - Kenku - Rouge 1 - none (hier fehlen noch Charerstellungs Log XD)
(4) ZerosWolf - Merle Blattfuß - Halfling - Druid 4 - none
(4) Raimundo_O- Marinus - Plasmoid - Fighter 1 Fathomless Warlock 3- none
(1) Brennjie - Spriggan - Eladrin - Ranger 1 - none (Erstellungslog fehlt noch =P)


Loot: 500gp = pro 83,3gp
1x Potion of Healing
1x Spell Scroll of Speak with Animals


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Lantern of Revealing

Wondrous item, uncommon

While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if 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-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.


Service Rewards Season 12 a Show

Grand Total of Service Hours = 30 (30 used for Rewards)
Uncommon Rewards
3. Brenris Forgegift gets a Tier 1 reward (Mithral Plate Armor)+ 250 gp and lvl up (-5h)
4. Brenris Forgegift gets a Tier 1 reward (Gauntlets of Ogre Power)+ 250 gp, das lvl up geht an Fenree Wildwood (-5h)
....
Rare Rewards
1. Ssakiel gets a Tier 2 adventure reward (Glamoured Studded Leather)+ 2500 gp, das lvl up geht an Kalis Nordwind (-10h)
2. Noriel Aurōrae gets a Tier 2 adventure reward (Cloak of Displacement)+ 2500 gp, das lvl up geht an Seetha Muscaria (-10h)
...
Very Rare Rewards
...

2024-01-05 20:30 CCC-ARCON01-02 A Whale of a Tale 1 Show

Teilnehmer:
(1) happy - Kan - Orc - Fighter 1 - none
(4) - Pet_Kola - Quasimir Omensucher - Ghostwise Halfling - Divination Wizard 4 - none
(3) Bramymond - Zepherin - V.human - Rogue: Arcane Trickster 3 - none
(1) flammenklinge - Doby - Bugbear- Kämpfer lvl 1 - none
(4) Echo - Hastor - Way of the Dreagon Monk lvl 4 - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 100 gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


2024-01-26 21:30 CCC-ARCON01-02 A Whale of a Tale 1 Show

Teilnehmer:
(4) Dixer - Dayeykos Haerlgent - Eladrin - Inquisitive Rogue 4 - Gilded Gallows
(2) Payz - Uras - Tiefling - Cleric 2 - No Factions
(1) Jarlsson - Lin Lin Gong - Wood Elf - Monk 1 - none
(3) Marcelinho700 - Thorin Healhammer - Standart Human - Life Domain Cleric - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 123gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


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
24 h über mehr mehrere Tage


Date Adventure Title Session XP GP Downtime Renown Missions Hours Character Rewarded
2025-11-01 18:00 Assignment 6. Season 2025 Version 2 10000 Vela’vexyn "Vex" Cryomyrran'Thir Show

Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp


Staff of Fire
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

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.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4

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.


2025-11-30 17:18 Assignment 5. Season 2025 Version 2 2500 Layra Luresong Show

Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp


Barrier Tattoo (Rare)
Wondrous item (tattoo), rare (requires attunement)

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)


2025-12-04 15:48 Assignment 7. Season 2025 Version 2 10000 Shahana Lómelindë, Lómea Aurë-Lókë Show

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)
Wondrous item, very rare (requires attunement by a monk)

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.


2024-03-04 10:40 Mentoring New Players Show

Einführung von Steinos:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2024-03-04 22:52 Mentoring New Players Show

Einführung von Coldii:
Erklärung von Roll20 Charaktermancer und Basis Funktionen
Erklärung von Charakterertellung - Ersten Charakter erstellt
Erklärung von AL und Log + Anmeldung und Erstellung + Verknüpfung des neuen Charakters mit Log
Insgesamte Zeit: 5h


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 8 Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2024-03-20 20:03 DDAL 10-01 The Frozen North 1 Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


Service Rewards Season 50th Anniversary B Show

Grand Total of Service Hours = 40 (40 used for Rewards)
Common/Uncommon Rewards
1. Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days -5h
4. Rashaa "Forgotten One" gets a Tier 2 adventure reward (= Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)) + 250gp -5h
....
Rare Rewards
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp (-10h)
...
Very Rare Rewards
2. Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp -20h
...

2025-10-16 20:00 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Howling in the Mountains


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
(1) Brennjie - Ylvira -Wood Elf - Rogue 1 none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) C0ldW0lf - Virion - Eladrin - Fighter 1/Warlock 3 - none
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none
Raimundo_O - Vrakk’tuun “Skyrider” - Custom Lineage- Ranger 1 - none


Player Gaind: 475 gp - 79.16gp per Spieler


Charm of Snowball Strike.
This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you.


🐺❄ Story Award: Witnesses to the Northgaze

"You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North."

The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient.

You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north.

Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess.

🎲 Effect:

One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard).

Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


🐾❄ Story Award: Hunter of Purity

"You have erased the trail of blood and fanaticism—and made the North a little safer."

You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily.

Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection.

🎲 Effect:

  • One-time: Advantage on one Survival check related to hunting, tracking, or tracking.

    • You enjoy reputation among Malar's enemies, who are more likely to be sympathetic to you.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.


Bloodfang Corundum (Red Corundum Elemental Gem)

Wondrous Item, Uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.

"An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack."

Usable once. Breaking the gem summons a fire elemental.

In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals.

It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites.

Fluff Effects:

Near blood or fresh flesh, the stone begins to pulse faintly.

In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core.

When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards.


Wolfclaw Gauntlets (Gauntlets of Ogre Power)
Wondrous Item, Uncommon (Requires Attunement)

Description:
These gloves are made of coarse leather inlaid with wolf and beast claws. They appear rough and raw, but as soon as you slip them on, you feel something alive within them—as if they weren't being worn, but rather become part of your body.

Effect:

  • Sets your Strength to 19 while wearing them.

    • Minor Property – Sentinel (Beasts): The claws begin to glow faintly reddish when beasts are within 120 feet.
    • Fluff: The glow is like raised fur or a growl from deep within your chest. It's not a visual alarm, but an instinctive glow that makes you feel, "Something's alive out there."

Fluff – Putting on:

When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head.

Fluff – Taking them off:

When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away.


Bloodhide Armor (Cast-Off Armor Breastplate)

(Breastplate, common)

Beschreibung:
Diese Brustplatte ist aus gehärtetem Leder, Knochenstücken und Fell gefertigt. In das innere Material sind rote Linien wie Adern eingearbeitet, die bei Berührung warm wirken – als würde in ihnen noch Blut fließen. Sie ist kein toter Gegenstand, sondern fühlt sich an, als sei sie ein Teil eines Jägers, der nie ganz gestorben ist.

Effekt:

Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen.

AC 14 + DEX (max. +2), keine Stealth-Nachteile.

Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist.

Fluff – Anlegen:

Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen.

Fluff – Ablegen:

Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers.


2026-04-03 19:30 Fr-DC-BftD: Kesh from the Thruk-Ka tribe 1 Show

Teilnehmer:
(10) Raimundo_O - Kesh - Lizardfolk - Ranger 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC



Loot:
1x Marshmother’s Balm (functions as Keoghtom’s Ointment)
.
Trinke: Crude Leather Patch with Green Handprint
Trinket: Smooth Obsidian Bead
Trinket: Bone Tide Charm
Trinket: Scale of the First Hunt


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.
Claw Reinforcement

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.
Minor Property – Beacon

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.
Quirk – Metamorphic

The boneclaws respond instinctively to danger and emotional tension.

In calm moments, they remain short and subdued.
In combat or imminent threat, they subtly lengthen, their shapes becoming more aggressive as the colors intensify and shift more rapidly, giving the impression of flowing, living blades.

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)
Wondrous Item, Spellcasting Focus, Uncommon (Requires Attunement by a Druid or Ranger)

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
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-05-26 19:30 DDAL 10-00 Ice Road Trackers 1 80 5 Show

Teilnehmer:
(2)Manfred Hase - Captain Nelson McGriffith - Bugbear - Fighter 1 / Rogue 1
(1) Timo - Viclin - elf (drow) - Ranger 1
(1) Daniel - Glitzer - Fairy - Monk 1
(1) Schlauch - Snag Gawula - TLC - Rouge 1lvl none

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

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.
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.
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 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.
Minor Property: Painful

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:
Minor Detrimental Property – Painful

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.
Curse Limitation

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
Description

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.
Billowing

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.
Minor Property – Temperate

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.
Flavor

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 —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

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
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

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 house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

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
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

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
(Clothes of Mending, reflavored)
Appearance

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.
Material

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
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

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
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

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.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

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.
Strange Material

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.
Extended Forms

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
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

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.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


Service Rewards Season 12 c Show

Grand Total of Service Hours = 72 (72 used for Rewards)
Uncommon Rewards
1. Ember Claw gets a Tier 1 reward (Insignia of Claws), das lvl up und + 250 gp geht an Kish Loneheart Akannathi (-5h)
2. Yūgure gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp (-5h)
3. Veil of Shadows (Veil) gets a Tier 1 adventure reward (= Eldritch Claw Tattoo) + 250 gp (-5h)
7. Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days (-5h)
8. Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up (Rest -2h)
....
Rare Rewards
4. Yoake gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up (-10h)
...
Very Rare Rewards
5. Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days (-20h)
6. Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days (-20 h)
...

2023-11-01 19:00 CCC-CONMAR01-01 Helping Hands 1 7 Show

Teilnehmer:
(4) Flammenklinge Hope - Goblin- Hexenmeister-Hexblade 4
(4) Trava - Nuala - Haregon - Druid 4 - Emerald Enclave (Erstellungslog fehlt ö-ö)
(1) Rhivuas - Rook Mirthwhistle - Kenku - Rouge 1 - none (hier fehlen noch Charerstellungs Log XD)
(4) ZerosWolf - Merle Blattfuß - Halfling - Druid 4 - none
(4) Raimundo_O- Marinus - Plasmoid - Fighter 1 Fathomless Warlock 3- none
(1) Brennjie - Spriggan - Eladrin - Ranger 1 - none (Erstellungslog fehlt noch =P)


Loot: 500gp = pro 83,3gp
1x Potion of Healing
1x Spell Scroll of Speak with Animals


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Lantern of Revealing

Wondrous item, uncommon

While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if 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-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 7 Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.


Service Rewards Season 12 a -3 Show

Grand Total of Service Hours = 30 (30 used for Rewards)
Uncommon Rewards
3. Brenris Forgegift gets a Tier 1 reward (Mithral Plate Armor)+ 250 gp and lvl up (-5h)
4. Brenris Forgegift gets a Tier 1 reward (Gauntlets of Ogre Power)+ 250 gp, das lvl up geht an Fenree Wildwood (-5h)
....
Rare Rewards
1. Ssakiel gets a Tier 2 adventure reward (Glamoured Studded Leather)+ 2500 gp, das lvl up geht an Kalis Nordwind (-10h)
2. Noriel Aurōrae gets a Tier 2 adventure reward (Cloak of Displacement)+ 2500 gp, das lvl up geht an Seetha Muscaria (-10h)
...
Very Rare Rewards
...

2024-01-05 20:30 CCC-ARCON01-02 A Whale of a Tale 1 Show

Teilnehmer:
(1) happy - Kan - Orc - Fighter 1 - none
(4) - Pet_Kola - Quasimir Omensucher - Ghostwise Halfling - Divination Wizard 4 - none
(3) Bramymond - Zepherin - V.human - Rogue: Arcane Trickster 3 - none
(1) flammenklinge - Doby - Bugbear- Kämpfer lvl 1 - none
(4) Echo - Hastor - Way of the Dreagon Monk lvl 4 - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 100 gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


2024-01-26 21:30 CCC-ARCON01-02 A Whale of a Tale 1 Show

Teilnehmer:
(4) Dixer - Dayeykos Haerlgent - Eladrin - Inquisitive Rogue 4 - Gilded Gallows
(2) Payz - Uras - Tiefling - Cleric 2 - No Factions
(1) Jarlsson - Lin Lin Gong - Wood Elf - Monk 1 - none
(3) Marcelinho700 - Thorin Healhammer - Standart Human - Life Domain Cleric - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +1,5 Stunde
Total Playtime: +3,5 Stunden


Loot verteilt: 500gp = 123gp Pro Spieler
1x Potion of Greater Healing


Lantern of Revealing
Wondrous Item, uncommon

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.


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
24 h über mehr mehrere Tage