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
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.


Service Rewards Season 11 b none Show

Grand Total of Service Hours = 34 (34 used for Rewards)
Uncommon and Rare Rewards
1. Ssakiel gets a Tier 1 adventure reward (= Eyes of Charming ) + 250 gp and a LevelUP (-4h)
...
Very Rare Rewards
2. Sylriel Sunriver gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days (-10h)
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp (-10h)
4. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp (-10h)
...

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:



2023-04-26 20:00 Assignment 2 Season 12 a advancement Sheetha Muscaria Show

1 LvlUp von Tier 2 Service Reward


Service Rewards Season 12 b none Show

Grand Total of Service Hours = 37 (37 used for Rewards)
Commen and Uncommon Rewards
1. Nyx Vulpin gets a Tier 1 reward (Headband of Intellect)+ 250 gp and lvl up (-5h)
2. Enndlin Hearthfire gets a Tier 1 reward (Heward's Handy Spice Pouch)+ 250 gp and lvl up (-5h)
4. Enndlin Hearthfire gets a Tier 1 reward (Chest of Preserving )+ 250 gp (-5h)
6. Sora Soulheart gets a Tier 1 reward (Gloves of Thievery )+ 10 Downtime (-2h)
...
Rare and Very Rare Rewards
3. Sekae Nightglimm gets a Tier 2 reward (Horsehoes of Speed)+ 2500 gp (-10h)
5. Nyx Vulpin gets a Tier 2 reward (Sun Blade)+ 2500 gp (-10h)
...

2023-04-07 14:53 Assignment 1 Season 12 a advancement Kalis Nordwind Show

1 LvlUp von Tier 2 Service Reward


2023-02-23 19:00 Assignment 3. und 4 Season 12 a advancement Brenris Forgegift Show
  • 500gp

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement), Major tier

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.


Mithral Plate Armor
Heavy armor, minor tier, uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.


2025-10-31 01:02 First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) advancement Calythra Twinveil Show

DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward)


Loot: 100gp
1x Tear of Selûne (Gem of Brightness)


Dark Dancer's Raiment (Smoldering Breastplate)
Armor (breastplate), common

This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it.

A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver.

Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps.

Special features:

Half the weight of a regular breastplate, made from elven weaving and lunar moth silk.

Minor Property – Songcraft:

When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing.


Bracers of the Night Sky (Sentinel Shield)

Wondrous Item, uncommon (functions as Sentinel Shield)
Elven craftsmanship – half the weight

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

"These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black.

If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open.

Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer."

Visual Effect in Use:

With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up.

The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies.

The light slowly fades once the danger has passed.

Special Features:

Half the weight of a normal Bracers, due to Elven craftsmanship and mithral.

Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above.


🕊Story Award: Frozen Beauty

You didn't break the ice, but you saw the beauty beneath.
For a moment, you felt your surroundings scrutinizing you—coldly, appreciatively, yet approvingly.
The wind carries the scent of fresh snow.

You are being watched; you have shown respect for beauty and silence. This respect is met with compassion.
Your footsteps leave barely a trace in the snow.


🩵Story Award: Explorer of the Rime

You touched the cold—and turned away.
Auril's frosty power tested you, but you did not accept it.
Instead, you chose knowledge and reason—the weapons that defy madness.

Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself.

When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder.


🌙 Story Award: The Last Dance in the Snow

You witnessed an ancient miracle—and the pain that lies within it.

In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion.

As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost.

She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom.

And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness.

And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness.

Only the imprint of her footsteps remained in the ice.

But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you.

✨ Effect (dm decision):

As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration.

Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps.


2023-02-23 19:00 Assignment 4. Season 12 a advancement Layra Lursong Show

1 LvlUp von Tier 1 Service Reward


2025-10-02 22:27 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love 1 none Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love


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


Player Gaind: 500gp - 100gp pro Player
Durthar's Special Brew – "Strength Broth No. 7" (Potion of Hill Giant Strength)
Potion, Uncommon
A steaming monster in a clay bottle with a soot-encrusted cork
This cloudy, greenish brew smells of over-fermented sauerkraut, smoked fish, and a hint of burnt leather apron.
The brew bubbles gently, even at freezing temperatures, and occasionally seems to hiss from within—as if it itself doesn't quite agree to be drunk.
Durthar calls it his "breakthrough in liquid form"—others call it "a physical assault with surprisingly powerful results."
Those who drink it feel an immediate heat in their veins, the cracking of their knuckles... and turn a little green.
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.


Story Award: Kiss the Walrus
It is said that whoever saves the heart of a talking walrus leaves traces in the ice – and in the song of the seas.
You have earned the gratitude of Yll'Guun, the child of the robin spirit.
By choosing to help the tormented love bull Yll'Guun, you have proven yourself not only as a skilled hunter, but also as the savior of an ancient animal spirit heritage.
The whimsical, sentimental walrus poet has not forgotten your actions – and your names now echo across the frozen lakes in his melodic roar. Whether this is a good thing for you remains to be seen, but at least you now have a “bard” who “sings” about you.
This Story Award can lead to interesting encounters in the adventures of TNaiD and TFContN.


Chardalyn-Harpune (Silvered Spear)
Weapon (Spear), Common

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.

Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm.

Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.


Heartshell Amulet (Periapt of Health)
Wondrous tem, Uncommon (Requires Attunement)

A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores.

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.


Service Rewards Season 12 c none Show

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

2023-07-28 18:00 Assignment 2. Season 12 b advancement Enndlin Hearthfire Show

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.


2023-12-14 18:02 Assignment 1. Season 12 c advancement Ember Claw Show

Insignia of Claws
Wondrous item, uncommon

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.


Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded
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.


Service Rewards Season 11 b Show

Grand Total of Service Hours = 34 (34 used for Rewards)
Uncommon and Rare Rewards
1. Ssakiel gets a Tier 1 adventure reward (= Eyes of Charming ) + 250 gp and a LevelUP (-4h)
...
Very Rare Rewards
2. Sylriel Sunriver gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days (-10h)
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp (-10h)
4. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp (-10h)
...

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:



2023-04-26 20:00 Assignment 2 Season 12 a Sheetha Muscaria Show

1 LvlUp von Tier 2 Service Reward


Service Rewards Season 12 b Show

Grand Total of Service Hours = 37 (37 used for Rewards)
Commen and Uncommon Rewards
1. Nyx Vulpin gets a Tier 1 reward (Headband of Intellect)+ 250 gp and lvl up (-5h)
2. Enndlin Hearthfire gets a Tier 1 reward (Heward's Handy Spice Pouch)+ 250 gp and lvl up (-5h)
4. Enndlin Hearthfire gets a Tier 1 reward (Chest of Preserving )+ 250 gp (-5h)
6. Sora Soulheart gets a Tier 1 reward (Gloves of Thievery )+ 10 Downtime (-2h)
...
Rare and Very Rare Rewards
3. Sekae Nightglimm gets a Tier 2 reward (Horsehoes of Speed)+ 2500 gp (-10h)
5. Nyx Vulpin gets a Tier 2 reward (Sun Blade)+ 2500 gp (-10h)
...

2023-04-07 14:53 Assignment 1 Season 12 a Kalis Nordwind Show

1 LvlUp von Tier 2 Service Reward


2023-02-23 19:00 Assignment 3. und 4 Season 12 a 500 Brenris Forgegift Show
  • 500gp

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement), Major tier

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.


Mithral Plate Armor
Heavy armor, minor tier, uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.


2025-10-31 01:02 First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) 100 Calythra Twinveil Show

DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward)


Loot: 100gp
1x Tear of Selûne (Gem of Brightness)


Dark Dancer's Raiment (Smoldering Breastplate)
Armor (breastplate), common

This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it.

A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver.

Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps.

Special features:

Half the weight of a regular breastplate, made from elven weaving and lunar moth silk.

Minor Property – Songcraft:

When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing.


Bracers of the Night Sky (Sentinel Shield)

Wondrous Item, uncommon (functions as Sentinel Shield)
Elven craftsmanship – half the weight

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

"These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black.

If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open.

Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer."

Visual Effect in Use:

With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up.

The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies.

The light slowly fades once the danger has passed.

Special Features:

Half the weight of a normal Bracers, due to Elven craftsmanship and mithral.

Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above.


🕊Story Award: Frozen Beauty

You didn't break the ice, but you saw the beauty beneath.
For a moment, you felt your surroundings scrutinizing you—coldly, appreciatively, yet approvingly.
The wind carries the scent of fresh snow.

You are being watched; you have shown respect for beauty and silence. This respect is met with compassion.
Your footsteps leave barely a trace in the snow.


🩵Story Award: Explorer of the Rime

You touched the cold—and turned away.
Auril's frosty power tested you, but you did not accept it.
Instead, you chose knowledge and reason—the weapons that defy madness.

Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself.

When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder.


🌙 Story Award: The Last Dance in the Snow

You witnessed an ancient miracle—and the pain that lies within it.

In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion.

As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost.

She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom.

And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness.

And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness.

Only the imprint of her footsteps remained in the ice.

But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you.

✨ Effect (dm decision):

As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration.

Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps.


2023-02-23 19:00 Assignment 4. Season 12 a Layra Lursong Show

1 LvlUp von Tier 1 Service Reward


2025-10-02 22:27 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love


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


Player Gaind: 500gp - 100gp pro Player
Durthar's Special Brew – "Strength Broth No. 7" (Potion of Hill Giant Strength)
Potion, Uncommon
A steaming monster in a clay bottle with a soot-encrusted cork
This cloudy, greenish brew smells of over-fermented sauerkraut, smoked fish, and a hint of burnt leather apron.
The brew bubbles gently, even at freezing temperatures, and occasionally seems to hiss from within—as if it itself doesn't quite agree to be drunk.
Durthar calls it his "breakthrough in liquid form"—others call it "a physical assault with surprisingly powerful results."
Those who drink it feel an immediate heat in their veins, the cracking of their knuckles... and turn a little green.
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.


Story Award: Kiss the Walrus
It is said that whoever saves the heart of a talking walrus leaves traces in the ice – and in the song of the seas.
You have earned the gratitude of Yll'Guun, the child of the robin spirit.
By choosing to help the tormented love bull Yll'Guun, you have proven yourself not only as a skilled hunter, but also as the savior of an ancient animal spirit heritage.
The whimsical, sentimental walrus poet has not forgotten your actions – and your names now echo across the frozen lakes in his melodic roar. Whether this is a good thing for you remains to be seen, but at least you now have a “bard” who “sings” about you.
This Story Award can lead to interesting encounters in the adventures of TNaiD and TFContN.


Chardalyn-Harpune (Silvered Spear)
Weapon (Spear), Common

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.

Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm.

Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.


Heartshell Amulet (Periapt of Health)
Wondrous tem, Uncommon (Requires Attunement)

A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores.

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.


Service Rewards Season 12 c Show

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

2023-07-28 18:00 Assignment 2. Season 12 b 250 Enndlin Hearthfire Show

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.


2023-12-14 18:02 Assignment 1. Season 12 c Ember Claw Show

Insignia of Claws
Wondrous item, uncommon

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.


Date Adventure Title Session XP GP Downtime Renown Missions Hours ▲ Character Rewarded
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.


Service Rewards Season 11 b Show

Grand Total of Service Hours = 34 (34 used for Rewards)
Uncommon and Rare Rewards
1. Ssakiel gets a Tier 1 adventure reward (= Eyes of Charming ) + 250 gp and a LevelUP (-4h)
...
Very Rare Rewards
2. Sylriel Sunriver gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days (-10h)
3. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp (-10h)
4. Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp (-10h)
...

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:



2023-04-26 20:00 Assignment 2 Season 12 a Sheetha Muscaria Show

1 LvlUp von Tier 2 Service Reward


Service Rewards Season 12 b Show

Grand Total of Service Hours = 37 (37 used for Rewards)
Commen and Uncommon Rewards
1. Nyx Vulpin gets a Tier 1 reward (Headband of Intellect)+ 250 gp and lvl up (-5h)
2. Enndlin Hearthfire gets a Tier 1 reward (Heward's Handy Spice Pouch)+ 250 gp and lvl up (-5h)
4. Enndlin Hearthfire gets a Tier 1 reward (Chest of Preserving )+ 250 gp (-5h)
6. Sora Soulheart gets a Tier 1 reward (Gloves of Thievery )+ 10 Downtime (-2h)
...
Rare and Very Rare Rewards
3. Sekae Nightglimm gets a Tier 2 reward (Horsehoes of Speed)+ 2500 gp (-10h)
5. Nyx Vulpin gets a Tier 2 reward (Sun Blade)+ 2500 gp (-10h)
...

2023-04-07 14:53 Assignment 1 Season 12 a Kalis Nordwind Show

1 LvlUp von Tier 2 Service Reward


2023-02-23 19:00 Assignment 3. und 4 Season 12 a 500 Brenris Forgegift Show
  • 500gp

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement), Major tier

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.


Mithral Plate Armor
Heavy armor, minor tier, uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.


2025-10-31 01:02 First Test Run: Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward) 100 Calythra Twinveil Show

DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Lost Expedition (As A Player Reward)


Loot: 100gp
1x Tear of Selûne (Gem of Brightness)


Dark Dancer's Raiment (Smoldering Breastplate)
Armor (breastplate), common

This armor looks more like a stage or dance garment than armor. Made of fine lunar moth silk, it drapes itself in flowing layers over the body. The fabric shimmers dark blue to black, crisscrossed with tiny star dots, as if the firmament itself were woven into it.

A mantle of lighter panels frames the silhouette, like the moon illuminating the night sky. Delicate silver ornaments and bracelets are attached to the hips and arms, appearing more like jewelry than armor. A single rose at the waist changes color depending on the phases of the moon—from midnight black to glistening lunar silver.

Optical Effect (Smoldering): A soft veil of shimmering mist rises from the silk, almost like stardust. In motion, it appears as if tiny sparks of light dance to the rhythm of the footsteps.

Special features:

Half the weight of a regular breastplate, made from elven weaving and lunar moth silk.

Minor Property – Songcraft:

When the wearer begins to dance or fight while dancing, a soft, ethereal melody sounds nearby. The song changes with the wearer's movements—sometimes rhythmic and wild, sometimes gentle and flowing.


Bracers of the Night Sky (Sentinel Shield)

Wondrous Item, uncommon (functions as Sentinel Shield)
Elven craftsmanship – half the weight

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

"These polished silver bracers appear simple, almost unadorned, at first glance. They consist of three interlocking, wide rings that protect the forearm. At the center of each bracer rests a midnight-blue gemstone, so deep blue it appears almost black.

If the wearer is attacked in battle, the stone begins to glow, and a crack-like pattern spreads from it. From this shimmer emerges a shield the size of a tower's shield – as if the night sky itself had burst open.

Countless tiny stars twinkle in the cracks, while a single, larger star shines especially brightly, like the eye of a goddess watching over the wearer."

Visual Effect in Use:

With every attack that hits or is aimed at the wearer, the "crack pattern" briefly flares up.

The starry sky within the gemstone appears alive—stars twinkle and change their position as if they were real celestial bodies.

The light slowly fades once the danger has passed.

Special Features:

Half the weight of a normal Bracers, due to Elven craftsmanship and mithral.

Minor Property – Guardian: The wearer subconsciously senses dangers in their surroundings, as if a watchful star were shining in the sky above.


🕊Story Award: Frozen Beauty

You didn't break the ice, but you saw the beauty beneath.
For a moment, you felt your surroundings scrutinizing you—coldly, appreciatively, yet approvingly.
The wind carries the scent of fresh snow.

You are being watched; you have shown respect for beauty and silence. This respect is met with compassion.
Your footsteps leave barely a trace in the snow.


🩵Story Award: Explorer of the Rime

You touched the cold—and turned away.
Auril's frosty power tested you, but you did not accept it.
Instead, you chose knowledge and reason—the weapons that defy madness.

Bryn Shander, Luskan, and perhaps even the Arcane Brotherhood know that you challenged the ice itself.

When you hear the word "Auril," the air around you seems to grow colder for a moment—not as a threat, but as a reminder.


🌙 Story Award: The Last Dance in the Snow

You witnessed an ancient miracle—and the pain that lies within it.

In the ruins of the frozen Moon Grove, you found her: a dancer of the Eilistraee, frozen amidst an eternal dance. Her body had long since been encased in frost, but her soul had endured—hovering between prayer and oblivion.

As your battle against the Harpies of Cold raged, she sensed your courage, your resistance against Auril's cruel silence. Then her spirit awoke—a ghostly silhouette of silver light, dancing in the snow. Her sword glided like a beam of moonlight, her footsteps leaving traces of sparkling frost.

She fought at your side, not as a warrior, but as a song of movement—an embodiment of her goddess's grace and freedom.

And as the final cry faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then it dissolved – a veil of silvery mist, drifting away into the darkness.

And as the last scream faded, as silence enveloped the cauldron once more, she began her final dance.

Slowly, gracefully, carried by a wind that sounded like a forgotten melody. The snow glittered as if starlight were falling from the sky. Then she dissolved—a veil of silvery mist, drifting away into the darkness.

Only the imprint of her footsteps remained in the ice.

But sometimes, when you stand beneath a cloud-covered sky and the frost glitters in the light of your torches, you think you hear a distant harp… and feel the soft smile of a dancer thanking you.

✨ Effect (dm decision):

As long as you remember her dance, you will receive a one-time bonus on a Wisdom check (Religion or Performance) when faced with themes of Eilistraee, Selûne, Sehanine, or divine inspiration.

Additionally, you will receive a subtle blessing: During dances, nighttime rituals, or celebratory moments outdoors, the light around you will appear to glow softly silver—as if the Dark Dancer were guiding your steps.


2023-02-23 19:00 Assignment 4. Season 12 a Layra Lursong Show

1 LvlUp von Tier 1 Service Reward


2025-10-02 22:27 Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love 1 Show

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love


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


Player Gaind: 500gp - 100gp pro Player
Durthar's Special Brew – "Strength Broth No. 7" (Potion of Hill Giant Strength)
Potion, Uncommon
A steaming monster in a clay bottle with a soot-encrusted cork
This cloudy, greenish brew smells of over-fermented sauerkraut, smoked fish, and a hint of burnt leather apron.
The brew bubbles gently, even at freezing temperatures, and occasionally seems to hiss from within—as if it itself doesn't quite agree to be drunk.
Durthar calls it his "breakthrough in liquid form"—others call it "a physical assault with surprisingly powerful results."
Those who drink it feel an immediate heat in their veins, the cracking of their knuckles... and turn a little green.
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.


Story Award: Kiss the Walrus
It is said that whoever saves the heart of a talking walrus leaves traces in the ice – and in the song of the seas.
You have earned the gratitude of Yll'Guun, the child of the robin spirit.
By choosing to help the tormented love bull Yll'Guun, you have proven yourself not only as a skilled hunter, but also as the savior of an ancient animal spirit heritage.
The whimsical, sentimental walrus poet has not forgotten your actions – and your names now echo across the frozen lakes in his melodic roar. Whether this is a good thing for you remains to be seen, but at least you now have a “bard” who “sings” about you.
This Story Award can lead to interesting encounters in the adventures of TNaiD and TFContN.


Chardalyn-Harpune (Silvered Spear)
Weapon (Spear), Common

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.

Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm.

Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.


Heartshell Amulet (Periapt of Health)
Wondrous tem, Uncommon (Requires Attunement)

A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores.

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.


Service Rewards Season 12 c Show

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

2023-07-28 18:00 Assignment 2. Season 12 b 250 Enndlin Hearthfire Show

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.


2023-12-14 18:02 Assignment 1. Season 12 c Ember Claw Show

Insignia of Claws
Wondrous item, uncommon

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.