DM Log Entries
| Date | Adventure Title | Session ▼ | Reward | Magic Items | Character | |||||
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| 2024-01-28 03:49 | Assignment 3 Season 12 c | advancement | Veil of Shadows (Veil) | Show | ||||||
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+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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| 2022-06-06 19:50 | Assignment 3 Season 11b | advancement | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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| 2022-06-06 20:00 | Assignment 4 Season 11b | advancement | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | none | Show | |||||||
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Vorbereitung von |
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| 2022-07-25 00:00 | Assignment 3 Season 12 b | advancement | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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| 2023-07-30 00:00 | Assignment 4 Season 12 b | advancement | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| 2023-07-17 16:00 | Assignment 4. Season 12 b | advancement | Enndlin Hearthfire | Show | ||||||
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+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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| 2023-07-30 00:00 | Assignment 6 Season 12 b | advancement | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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| 2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | none | Show | |||||||
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Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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| 2024-01-30 23:48 | Assignment 4 Season 12 c | advancement | Yoake (no Sone) | Show | ||||||
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gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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| 2024-02-06 18:53 | Assignment 5. Season 12 c | magic_item | Ember Claw | Show | ||||||
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Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| 2024-02-06 18:57 | Assignment 6. Season 12 c | magic_item | Raya Lightshield | Show | ||||||
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Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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| 2024-02-06 19:03 | Assignment 7. Season 12 c | magic_item | Viper "Giant Python" | Show | ||||||
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Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |
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| 2024-02-06 19:08 | Assignment 8. Season 12 c | advancement | Khara Nyn | Show | ||||||
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Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up Pleasure (Whip of Warning) This whip is an exceptional piece. The hilt appears to be one that would fit a rapier and the whip cord is decorated with stylized silver rose petals that curve artfully outwards. This special decoration only becomes more prominent when it begins to glow reddish and a soft female voice whispers warnings of danger to the wearer. When the whip rolls up again, the stylized rose petals quickly form a wreath of precious silver. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
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| Preparation Time Season 50th Anniversary B | none | Show | ||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | none | Far Howling | Show | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | none | Show | ||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | none | Show | ||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ 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:
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) Description: Effect:
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: 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. |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | none | Show | ||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| Date | Adventure Title | Session ▼ | ACP | TCP | Downtime | Renown | GP | Character Rewarded | ||
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| 2024-01-28 03:49 | Assignment 3 Season 12 c | 250 | Veil of Shadows (Veil) | Show | ||||||
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+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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| 2022-06-06 19:50 | Assignment 3 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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| 2022-06-06 20:00 | Assignment 4 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | Show | ||||||||
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Vorbereitung von |
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| 2022-07-25 00:00 | Assignment 3 Season 12 b | 2500 | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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| 2023-07-30 00:00 | Assignment 4 Season 12 b | 2500 | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| 2023-07-17 16:00 | Assignment 4. Season 12 b | 250 | Enndlin Hearthfire | Show | ||||||
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+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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| 2023-07-30 00:00 | Assignment 6 Season 12 b | 0 | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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| 2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | Show | ||||||||
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Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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| 2024-01-30 23:48 | Assignment 4 Season 12 c | 2500 | Yoake (no Sone) | Show | ||||||
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gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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| 2024-02-06 18:53 | Assignment 5. Season 12 c | 1600 | Ember Claw | Show | ||||||
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Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| 2024-02-06 18:57 | Assignment 6. Season 12 c | Raya Lightshield | Show | |||||||
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Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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| 2024-02-06 19:03 | Assignment 7. Season 12 c | Viper "Giant Python" | Show | |||||||
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Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |
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| 2024-02-06 19:08 | Assignment 8. Season 12 c | Khara Nyn | Show | |||||||
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Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up Pleasure (Whip of Warning) This whip is an exceptional piece. The hilt appears to be one that would fit a rapier and the whip cord is decorated with stylized silver rose petals that curve artfully outwards. This special decoration only becomes more prominent when it begins to glow reddish and a soft female voice whispers warnings of danger to the wearer. When the whip rolls up again, the stylized rose petals quickly form a wreath of precious silver. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ 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:
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) Description: Effect:
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: 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. |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| Date | Adventure Title | Session ▼ | XP | GP | Downtime | Renown | Missions | Hours | Character Rewarded | |
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| 2024-01-28 03:49 | Assignment 3 Season 12 c | 250 | Veil of Shadows (Veil) | Show | ||||||
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+250 gp Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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| 2022-06-06 19:50 | Assignment 3 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp Opal of the Ild Rune This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. -As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. -You have resistance to cold damage. -As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
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| 2022-06-06 20:00 | Assignment 4 Season 11b | 2500 | Veil of Shadows (Veil) | Show | ||||||
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gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp Flame Tongue Greatsword You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2023-06-27 18:30 | Abenteuervorbereitung Season 12 b | Show | ||||||||
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Vorbereitung von |
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| 2022-07-25 00:00 | Assignment 3 Season 12 b | 2500 | Sekae Nightglimm | Show | ||||||
Horseshoes of Speed These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius. |
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| 2023-07-30 00:00 | Assignment 4 Season 12 b | 2500 | Nyx Vulpin | Show | ||||||
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| 2023-07-17 16:00 | Assignment 4. Season 12 b | 250 | Enndlin Hearthfire | Show | ||||||
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+250 gp Chest of Ryboslav ( Chest of Preserving ) This common wondrous item has the following magical property : food and other perishable items donot age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The metallic chest is made from a mixture of precious metals and chardalyn and is intricately designed with goldfish patterns. |
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| 2023-07-30 00:00 | Assignment 6 Season 12 b | 0 | Sora Soulheart | Show | ||||||
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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| 2024-01-06 20:30 | Abenteuervorbereitung Season 12 c | Show | ||||||||
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Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht. |
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| 2024-01-30 23:48 | Assignment 4 Season 12 c | 2500 | Yoake (no Sone) | Show | ||||||
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gets a Tier 2 adventure reward (Glamoured Studded Leather) + 2500 gp an Lvl Up Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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| 2024-02-06 18:53 | Assignment 5. Season 12 c | 1600 | Ember Claw | Show | ||||||
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Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| 2024-02-06 18:57 | Assignment 6. Season 12 c | Raya Lightshield | Show | |||||||
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Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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| 2024-02-06 19:03 | Assignment 7. Season 12 c | Viper "Giant Python" | Show | |||||||
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Viper "Giant Python" gets a Tier 1 adventure reward (Pyrite Pleisosarus) + 10 downtime days Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will. |
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| 2024-02-06 19:08 | Assignment 8. Season 12 c | Khara Nyn | Show | |||||||
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Khara Nyn gets a Tier 1 adventure reward (Weapon of Warning, Whip)+ 10 downtime days and lvl up Pleasure (Whip of Warning) This whip is an exceptional piece. The hilt appears to be one that would fit a rapier and the whip cord is decorated with stylized silver rose petals that curve artfully outwards. This special decoration only becomes more prominent when it begins to glow reddish and a soft female voice whispers warnings of danger to the wearer. When the whip rolls up again, the stylized rose petals quickly form a wreath of precious silver. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Far Howling | Show | ||||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | 8 | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ 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:
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) Description: Effect:
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: 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. |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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