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
2025-06-15 21:40 Assignment 3. Season 2025 Version 2 advancement Lyana Ghostlight Show

Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp


Fat Markoth's Cummerbund (Belt of Hill Giant Strength)
Wondrous Item, Rare (Requires Attunement)

While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.


2025-09-09 20:04 Assignment 4. Season 2025 Version 2 advancement Yildrash Lorarann Show

Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp


Chase (Energie Bow)
Weapon (Longbow), Very Rare (Requires Attunement)

At first glance, the weapon looks like a sniper rifle, but the flickering energy streams betray its true nature. Luminous lines run like veins across the stock, while bright flashes shoot out from the barrel—as if it weren't technology, but a storm encased in metal.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.


2025-10-02 19:30 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers 1 none Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
Eike - Apollonius- Satyr - Wildheart Barbarian - 3 - none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) Bramymond - Drelxastiak Caluyax - Dragonborn (Red) - Barbarian: Path of the Giant - 4th Level
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none


Players Gaind:
2x Potion of Healing
1x Potion of Climbing
1x Ice Wind Dale Map


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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.


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) advancement Vallara Nightcry Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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)


Service Rewards Season 2025 Version 2 Show

Grand Total of Service Hours = 130 (105 used for Rewards)
Commen & Uncommon Rewards
1. Vela’vexyn "Vex" Cryomyrran'Thir gets a Tier 1 adventure reward (=Amarantha’s Heart (Dark Shard Amulet) ) + 250 gp -5h
2. Vaeranya Nightraven gets a Tier 1 adventure reward (=Brooch of Shielding) + 250 gp -5h
5. Yildrash Lorarann gets a Tier 1 adventure reward ((=Liriod (Compass Pole of Collapsing) + 10 Downtime -5h
....
Rare Rewards
3. Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp -10 h
7. Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp -10 h
...
Very Rare Rewards
4. Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp -20h
6. Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp -20h
7. Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp -20h
...


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.


2026-03-25 20:39 Fr-DC-BftD: Adrian Crown, the Desired 1 none Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss.
Er erlebt seinen Tag in seinen Reguleren Leben da. Am Morgen ist er immer verkatert und wird von seinen Manager Vaelros geweckt und versorgt. (er steigt auf den Bilderrahmen seiner Hochzeit der vom Beisteltisch gefallen ist)
Dieser beinhaltet einige Thermine bei Geschäften und Freund/Bekannte wie den Barber, sowie die Schneider und seinen Assistenten. Er hat auch einen Thermien mit seiner Mutter zum Mittagessen die ihn mehrfach an unangenehme Themen erinnert, Darunter die wachsende problematic seiner Tochter und den anhaltenden Twist mit seiner Exfrau. Sie erinnert ihn auch daran das seine Arbeit/Kunst und der Auftritt den er hat nicht zur algemeinen Problematik beitragen (das verhältniss bleibt weiterhin sehr gezogen). Am abend Besucht er dan den Cynosure, wo eine Nehterieler ausstellung gerade gehaust wird und zur eröffnung ein Maskenball veranstaltet wird. dort tritt er auf, sein auftritt kommt gut an auch wenn seine art von musik nicht umbedingt noblegeschmäker offt trifft. Er siet dort mehrere wichtige Persöhnlichkeiten wie Mirt und Lady Silverhand, sowie andere. spricht mit den zwei genannten. Mirt lässt duch ihn eine nachricht an eine jungefrau überbringen die Adrian auch promt nach etwas zu viel alkohol am buffet mit nach hause nimmt und eine heiße nacht verbringt. Nach dieser nacht ist seine bettpartnerin verschwunden, was nicht ungewöhnlich ist und Vaelros sein Manager kümmert sich um den etwas angefangenen skandal. Allerdings wird Adrian auch erst von seiner Ex aufgeweckt die wieder mal feststellt das er umzüchtig war. Sie ist nur da um ihn zu sagen das er sich um seine Tochter Kümmern muss, da diese zunehmend Schwieriger zu handeln ist und offt ausbüchst. Sie hofft das auch wenn sie nicht mehr zusammen sind das er sich nicht wie seine eigenen eltern verhält. Es dauert ein paar Tage bis er sich durchringen kann ihr alltes heim zu besuchen. Findet aber keinen vor. dort findet er allerding ein paar erinnerungsgegenstände wie ein angefangenes Lied das in der Handschrift seiner Tochter geschrieben ist. Auch findet er einen einzelnen Ohring der eine flüssichkeit beinhaltet vor sowie einen Bilderrahmen in der seine Ex-Frau und (baby) Tochter abgebieldet sind. Er hinterläst eine Nachricht für sie in ihren Zimmer und kehrt dan wieder zu seinen alltag zurück. Nach ein paar weiteren Tagen wird ihm von Vaelros empfholen etwas abstand zu gewinnen und eine kleine Tourreise ist genau das richtige. Sie führt über Daggerfort nach Secomber. Dies wird etwas mehr als einen Zehntag dauern. Vor der abfahrt kehrt er nochmal in seinen Alten Heim zurück und hinterlässt eine Nachricht auf den Schreibtisch seiner Tochter, in dem steht was er tut und das er danach mit ihr gerne reden würde.

Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert.


Loot:

Trinket: Framed Painting of a Moonlit Dance
"A small, weathered painting in a cracked wooden frame depicting a dark-skinned elven woman and a human man dancing closely beneath a pale moon while musicians play in the background. The image is faded and damaged at the edges, but the tenderness between the two figures remains strikingly clear."

Trinket: Fragment of a Beautiful Song
A fragment of a beautiful song, written as musical notes on two pieces of parchment. The lyrics are buried beneath them.

Trinket: Silver Framed Portrait
"A small, tarnished silver picture frame containing a faded painting of a dark-skinned elven woman gently holding a sleeping child in her arms. The image is worn with age, but the tenderness between mother and child remains unmistakable."

Trinket: Silver Teardrop Earring
A silver teardrop earring containing a real teardrop


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair.

The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette.

Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite.


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed.

This spellwrought tattoo contains the spell Charm Person.

Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released.

The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked.

Spell: Charm Person (1st-level)


Windscale, the Unbreakable (Instrument of Illusions)
Wondrous Item (Instrument), Uncommon

Description

Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs.

The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact.
Instrument of Illusions

While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument.
If you are a bard, the size of the emanation increases to 15 feet.

Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory.
The effects end when you stop playing the instrument.
Minor Property: Unbreakable

Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total



2026-03-28 20:04 Fr-DC-BftD: Adrian Crown, the Desired 2 none Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


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
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 5 h Total


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 none Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 none Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

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.
Base Property — Armor of Gleaming

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.
Minor Property — Temperate

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.
Flavor

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.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


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.
Base Item: Ring of Mind Shielding (Diadem Variant)

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.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

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.
Not in spell.
But in memory.

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:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

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


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


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)


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.


2026-04-29 21:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 2 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:



Date Adventure Title Session ACP TCP Downtime Renown ▼ GP Character Rewarded
2025-06-15 21:40 Assignment 3. Season 2025 Version 2 2500 Lyana Ghostlight Show

Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp


Fat Markoth's Cummerbund (Belt of Hill Giant Strength)
Wondrous Item, Rare (Requires Attunement)

While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.


2025-09-09 20:04 Assignment 4. Season 2025 Version 2 10000 Yildrash Lorarann Show

Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp


Chase (Energie Bow)
Weapon (Longbow), Very Rare (Requires Attunement)

At first glance, the weapon looks like a sniper rifle, but the flickering energy streams betray its true nature. Luminous lines run like veins across the stock, while bright flashes shoot out from the barrel—as if it weren't technology, but a storm encased in metal.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.


2025-10-02 19:30 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
Eike - Apollonius- Satyr - Wildheart Barbarian - 3 - none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) Bramymond - Drelxastiak Caluyax - Dragonborn (Red) - Barbarian: Path of the Giant - 4th Level
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none


Players Gaind:
2x Potion of Healing
1x Potion of Climbing
1x Ice Wind Dale Map


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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.


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) 166 Vallara Nightcry Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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)


Service Rewards Season 2025 Version 2 Show

Grand Total of Service Hours = 130 (105 used for Rewards)
Commen & Uncommon Rewards
1. Vela’vexyn "Vex" Cryomyrran'Thir gets a Tier 1 adventure reward (=Amarantha’s Heart (Dark Shard Amulet) ) + 250 gp -5h
2. Vaeranya Nightraven gets a Tier 1 adventure reward (=Brooch of Shielding) + 250 gp -5h
5. Yildrash Lorarann gets a Tier 1 adventure reward ((=Liriod (Compass Pole of Collapsing) + 10 Downtime -5h
....
Rare Rewards
3. Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp -10 h
7. Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp -10 h
...
Very Rare Rewards
4. Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp -20h
6. Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp -20h
7. Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp -20h
...


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.


2026-03-25 20:39 Fr-DC-BftD: Adrian Crown, the Desired 1 Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss.
Er erlebt seinen Tag in seinen Reguleren Leben da. Am Morgen ist er immer verkatert und wird von seinen Manager Vaelros geweckt und versorgt. (er steigt auf den Bilderrahmen seiner Hochzeit der vom Beisteltisch gefallen ist)
Dieser beinhaltet einige Thermine bei Geschäften und Freund/Bekannte wie den Barber, sowie die Schneider und seinen Assistenten. Er hat auch einen Thermien mit seiner Mutter zum Mittagessen die ihn mehrfach an unangenehme Themen erinnert, Darunter die wachsende problematic seiner Tochter und den anhaltenden Twist mit seiner Exfrau. Sie erinnert ihn auch daran das seine Arbeit/Kunst und der Auftritt den er hat nicht zur algemeinen Problematik beitragen (das verhältniss bleibt weiterhin sehr gezogen). Am abend Besucht er dan den Cynosure, wo eine Nehterieler ausstellung gerade gehaust wird und zur eröffnung ein Maskenball veranstaltet wird. dort tritt er auf, sein auftritt kommt gut an auch wenn seine art von musik nicht umbedingt noblegeschmäker offt trifft. Er siet dort mehrere wichtige Persöhnlichkeiten wie Mirt und Lady Silverhand, sowie andere. spricht mit den zwei genannten. Mirt lässt duch ihn eine nachricht an eine jungefrau überbringen die Adrian auch promt nach etwas zu viel alkohol am buffet mit nach hause nimmt und eine heiße nacht verbringt. Nach dieser nacht ist seine bettpartnerin verschwunden, was nicht ungewöhnlich ist und Vaelros sein Manager kümmert sich um den etwas angefangenen skandal. Allerdings wird Adrian auch erst von seiner Ex aufgeweckt die wieder mal feststellt das er umzüchtig war. Sie ist nur da um ihn zu sagen das er sich um seine Tochter Kümmern muss, da diese zunehmend Schwieriger zu handeln ist und offt ausbüchst. Sie hofft das auch wenn sie nicht mehr zusammen sind das er sich nicht wie seine eigenen eltern verhält. Es dauert ein paar Tage bis er sich durchringen kann ihr alltes heim zu besuchen. Findet aber keinen vor. dort findet er allerding ein paar erinnerungsgegenstände wie ein angefangenes Lied das in der Handschrift seiner Tochter geschrieben ist. Auch findet er einen einzelnen Ohring der eine flüssichkeit beinhaltet vor sowie einen Bilderrahmen in der seine Ex-Frau und (baby) Tochter abgebieldet sind. Er hinterläst eine Nachricht für sie in ihren Zimmer und kehrt dan wieder zu seinen alltag zurück. Nach ein paar weiteren Tagen wird ihm von Vaelros empfholen etwas abstand zu gewinnen und eine kleine Tourreise ist genau das richtige. Sie führt über Daggerfort nach Secomber. Dies wird etwas mehr als einen Zehntag dauern. Vor der abfahrt kehrt er nochmal in seinen Alten Heim zurück und hinterlässt eine Nachricht auf den Schreibtisch seiner Tochter, in dem steht was er tut und das er danach mit ihr gerne reden würde.

Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert.


Loot:

Trinket: Framed Painting of a Moonlit Dance
"A small, weathered painting in a cracked wooden frame depicting a dark-skinned elven woman and a human man dancing closely beneath a pale moon while musicians play in the background. The image is faded and damaged at the edges, but the tenderness between the two figures remains strikingly clear."

Trinket: Fragment of a Beautiful Song
A fragment of a beautiful song, written as musical notes on two pieces of parchment. The lyrics are buried beneath them.

Trinket: Silver Framed Portrait
"A small, tarnished silver picture frame containing a faded painting of a dark-skinned elven woman gently holding a sleeping child in her arms. The image is worn with age, but the tenderness between mother and child remains unmistakable."

Trinket: Silver Teardrop Earring
A silver teardrop earring containing a real teardrop


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair.

The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette.

Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite.


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed.

This spellwrought tattoo contains the spell Charm Person.

Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released.

The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked.

Spell: Charm Person (1st-level)


Windscale, the Unbreakable (Instrument of Illusions)
Wondrous Item (Instrument), Uncommon

Description

Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs.

The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact.
Instrument of Illusions

While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument.
If you are a bard, the size of the emanation increases to 15 feet.

Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory.
The effects end when you stop playing the instrument.
Minor Property: Unbreakable

Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total



2026-03-28 20:04 Fr-DC-BftD: Adrian Crown, the Desired 2 Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


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
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 5 h Total


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

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.
Base Property — Armor of Gleaming

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.
Minor Property — Temperate

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.
Flavor

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.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


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.
Base Item: Ring of Mind Shielding (Diadem Variant)

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.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

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.
Not in spell.
But in memory.

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:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

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


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


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)


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.


2026-04-29 21:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 2 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:



Date Adventure Title Session XP GP Downtime Renown ▼ Missions Hours Character Rewarded
2025-06-15 21:40 Assignment 3. Season 2025 Version 2 2500 Lyana Ghostlight Show

Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp


Fat Markoth's Cummerbund (Belt of Hill Giant Strength)
Wondrous Item, Rare (Requires Attunement)

While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.


2025-09-09 20:04 Assignment 4. Season 2025 Version 2 10000 Yildrash Lorarann Show

Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp


Chase (Energie Bow)
Weapon (Longbow), Very Rare (Requires Attunement)

At first glance, the weapon looks like a sniper rifle, but the flickering energy streams betray its true nature. Luminous lines run like veins across the stock, while bright flashes shoot out from the barrel—as if it weren't technology, but a storm encased in metal.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.


2025-10-02 19:30 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
Echo - Liam Wintersorrow - 1 Bard / 3 Polar Land Druid - Frost Druids
Eike - Apollonius- Satyr - Wildheart Barbarian - 3 - none
(4) JinxedBear - Dorian Veynar - Human - Swashbuckler Rogue 4 - Zhentarim
(4) Bramymond - Drelxastiak Caluyax - Dragonborn (Red) - Barbarian: Path of the Giant - 4th Level
(4) Karrakasz - Fuzzy Hands - Tabaxi - Elements Monk 4 - none


Players Gaind:
2x Potion of Healing
1x Potion of Climbing
1x Ice Wind Dale Map


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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.


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) 166 Vallara Nightcry Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This 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.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


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)


Service Rewards Season 2025 Version 2 Show

Grand Total of Service Hours = 130 (105 used for Rewards)
Commen & Uncommon Rewards
1. Vela’vexyn "Vex" Cryomyrran'Thir gets a Tier 1 adventure reward (=Amarantha’s Heart (Dark Shard Amulet) ) + 250 gp -5h
2. Vaeranya Nightraven gets a Tier 1 adventure reward (=Brooch of Shielding) + 250 gp -5h
5. Yildrash Lorarann gets a Tier 1 adventure reward ((=Liriod (Compass Pole of Collapsing) + 10 Downtime -5h
....
Rare Rewards
3. Lyana Ghostlight gets a Tier 2 adventure reward (Fat Markoth's Cummerbund (Belt of Hill Giant Strength)) +2500 gp -10 h
7. Lyra Luresong gets a Tier 2 adventure reward (Barrier Tattoo - Rare) +2500 gp -10 h
...
Very Rare Rewards
4. Yildrash Lorarann gets a Tier 3 adventure reward (Chase (Energie Bow)) + 10,000 gp -20h
6. Vela’vexyn "Vex" Cryomyrran'Thir a Tier 3 adventure reward (Staff of Fire) + 10,000 gp -20h
7. Shahana Lómelindë, Lómea Aurë-Lókë a Tier 3 adventure reward (Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)) + 10,000 gp -20h
...


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.


2026-03-25 20:39 Fr-DC-BftD: Adrian Crown, the Desired 1 Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss.
Er erlebt seinen Tag in seinen Reguleren Leben da. Am Morgen ist er immer verkatert und wird von seinen Manager Vaelros geweckt und versorgt. (er steigt auf den Bilderrahmen seiner Hochzeit der vom Beisteltisch gefallen ist)
Dieser beinhaltet einige Thermine bei Geschäften und Freund/Bekannte wie den Barber, sowie die Schneider und seinen Assistenten. Er hat auch einen Thermien mit seiner Mutter zum Mittagessen die ihn mehrfach an unangenehme Themen erinnert, Darunter die wachsende problematic seiner Tochter und den anhaltenden Twist mit seiner Exfrau. Sie erinnert ihn auch daran das seine Arbeit/Kunst und der Auftritt den er hat nicht zur algemeinen Problematik beitragen (das verhältniss bleibt weiterhin sehr gezogen). Am abend Besucht er dan den Cynosure, wo eine Nehterieler ausstellung gerade gehaust wird und zur eröffnung ein Maskenball veranstaltet wird. dort tritt er auf, sein auftritt kommt gut an auch wenn seine art von musik nicht umbedingt noblegeschmäker offt trifft. Er siet dort mehrere wichtige Persöhnlichkeiten wie Mirt und Lady Silverhand, sowie andere. spricht mit den zwei genannten. Mirt lässt duch ihn eine nachricht an eine jungefrau überbringen die Adrian auch promt nach etwas zu viel alkohol am buffet mit nach hause nimmt und eine heiße nacht verbringt. Nach dieser nacht ist seine bettpartnerin verschwunden, was nicht ungewöhnlich ist und Vaelros sein Manager kümmert sich um den etwas angefangenen skandal. Allerdings wird Adrian auch erst von seiner Ex aufgeweckt die wieder mal feststellt das er umzüchtig war. Sie ist nur da um ihn zu sagen das er sich um seine Tochter Kümmern muss, da diese zunehmend Schwieriger zu handeln ist und offt ausbüchst. Sie hofft das auch wenn sie nicht mehr zusammen sind das er sich nicht wie seine eigenen eltern verhält. Es dauert ein paar Tage bis er sich durchringen kann ihr alltes heim zu besuchen. Findet aber keinen vor. dort findet er allerding ein paar erinnerungsgegenstände wie ein angefangenes Lied das in der Handschrift seiner Tochter geschrieben ist. Auch findet er einen einzelnen Ohring der eine flüssichkeit beinhaltet vor sowie einen Bilderrahmen in der seine Ex-Frau und (baby) Tochter abgebieldet sind. Er hinterläst eine Nachricht für sie in ihren Zimmer und kehrt dan wieder zu seinen alltag zurück. Nach ein paar weiteren Tagen wird ihm von Vaelros empfholen etwas abstand zu gewinnen und eine kleine Tourreise ist genau das richtige. Sie führt über Daggerfort nach Secomber. Dies wird etwas mehr als einen Zehntag dauern. Vor der abfahrt kehrt er nochmal in seinen Alten Heim zurück und hinterlässt eine Nachricht auf den Schreibtisch seiner Tochter, in dem steht was er tut und das er danach mit ihr gerne reden würde.

Hier stoppten wir und werden am nächsten Samstag weiter machen mit der Reise und was danach passiert.


Loot:

Trinket: Framed Painting of a Moonlit Dance
"A small, weathered painting in a cracked wooden frame depicting a dark-skinned elven woman and a human man dancing closely beneath a pale moon while musicians play in the background. The image is faded and damaged at the edges, but the tenderness between the two figures remains strikingly clear."

Trinket: Fragment of a Beautiful Song
A fragment of a beautiful song, written as musical notes on two pieces of parchment. The lyrics are buried beneath them.

Trinket: Silver Framed Portrait
"A small, tarnished silver picture frame containing a faded painting of a dark-skinned elven woman gently holding a sleeping child in her arms. The image is worn with age, but the tenderness between mother and child remains unmistakable."

Trinket: Silver Teardrop Earring
A silver teardrop earring containing a real teardrop


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

These fine clothes were tailored in the renowned Azure Peacock Atelier of Waterdeep, where fashion borders on artistry. Crafted from deep black leather and dark crimson brocade, the outfit combines noble elegance with rebellious flair.

The ensemble consists of a fitted black shirt, a richly patterned burgundy waistcoat, and a spiked leather jacket adorned with delicate silver chains and subtle skull ornaments. A long cloak with crimson lining drapes dramatically behind the wearer, while tailored black trousers and polished boots complete the silhouette.

Though unconventional, the craftsmanship and materials clearly mark this attire as luxury fashion, perfectly suited for exclusive galas, masked balls, and gatherings of Waterdeep’s elite.


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

This delicate tattoo appears as a faint flowing line resembling a musical flourish ending in a small feather. The design is subtle and almost invisible unless closely observed.

This spellwrought tattoo contains the spell Charm Person.

Once the tattoo is activated, the spell is cast and the tattoo fades from the skin after the magic is released.

The tattoo glimmers faintly beneath the skin for a brief moment when its magic is invoked.

Spell: Charm Person (1st-level)


Windscale, the Unbreakable (Instrument of Illusions)
Wondrous Item (Instrument), Uncommon

Description

Windscale is a master-crafted guitar created by a renowned Windscale instrument maker of Waterdeep, celebrated for producing instruments of exceptional durability and tonal clarity. This particular instrument was custom made, its dark-stained wooden body reinforced with subtle metal fittings etched with elegant, restrained designs.

The neck fits perfectly in the hand, the strings always feel ideally tensioned, and the instrument never seems to lose its tuning. No matter how violently it is played, thrown, or struck, Windscale remains intact.
Instrument of Illusions

While you are playing Windscale, you can take a Magic action to create harmless, illusory visual effects within a 5-foot emanation originating from the instrument.
If you are a bard, the size of the emanation increases to 15 feet.

Sample visual effects include luminous musical notes, a spectral dancer, drifting butterflies, softly falling snow, or similar artistic flourishes. The magical effects have neither substance nor sound and are obviously illusory.
The effects end when you stop playing the instrument.
Minor Property: Unbreakable

Windscale cannot be broken, cracked, splintered, or destroyed by mundane means. It automatically succeeds on saving throws against effects that would damage or destroy it.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total



2026-03-28 20:04 Fr-DC-BftD: Adrian Crown, the Desired 2 Show

Teilnehmer:
ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


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
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 5 h Total


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

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.
Base Property — Armor of Gleaming

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.
Minor Property — Temperate

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.
Flavor

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.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


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.
Base Item: Ring of Mind Shielding (Diadem Variant)

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.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

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.
Not in spell.
But in memory.

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:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

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


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


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)


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.


2026-04-29 21:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 2 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: