DM Log Entries

Total Hours:
40

Total GP:
80
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
Service Rewards Season 50th Anniversary B none Show

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

Service Rewards Season 2025 Version 2 Show

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


Service Rewards Season 13 (50??) none Show

Grand Total of Service Hours = 20 (20 used for Rewards)
Uncommon Rewards
....
Rare Rewards
1. Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days (-10h)
...
Very Rare Rewards
2. Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp (-5h)
3. Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp (-5h)
...

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)
...

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)
...

Service Rewards Season 12 a none Show

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

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)
...

Preparation Time Season 50th Anniversary B none Show

Preparation/Creation Time: 10h
Creation of NPC Pictures and Tokens vor diverse DC´s
...


Mentoring New Players: 10h
New Player Karrakaz ca. 6 H aufrunden:10
...


Streaming: 20 h
Ca. 20 h in Total


Total H of Season: 40 h


Preparation Time Season 2025 Version 2 none Show

Preparation/Creation Time:
FR - DC - TFCotN 01: The Vanished Caravan: 120 H
...


Preparation Time
...


Adventure´s DMed
FR - DC - TFCotN 01: The Vanished Caravan: 10h


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

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


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

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


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 none Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


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


2026-04-08 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


2026-04-03 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


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

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


Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück.

ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird.




drian Crowne [C0ldW0lf]:rolling 1d100 gp
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


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


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

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


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

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


Loot:

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

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

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

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


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

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

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

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


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

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

This spellwrought tattoo contains the spell Charm Person.

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

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

Spell: Charm Person (1st-level)


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

Description

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

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

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

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

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


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



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

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


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


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


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

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

Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.

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

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


Goggles of Night
Wondrous item, uncommon

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


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

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


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


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136


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

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

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136


Date Adventure Title ▼ Session ACP TCP Downtime Renown GP Character Rewarded
Service Rewards Season 50th Anniversary B Show

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

Service Rewards Season 2025 Version 2 Show

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


Service Rewards Season 13 (50??) Show

Grand Total of Service Hours = 20 (20 used for Rewards)
Uncommon Rewards
....
Rare Rewards
1. Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days (-10h)
...
Very Rare Rewards
2. Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp (-5h)
3. Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp (-5h)
...

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)
...

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)
...

Service Rewards Season 12 a Show

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

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)
...

Preparation Time Season 50th Anniversary B Show

Preparation/Creation Time: 10h
Creation of NPC Pictures and Tokens vor diverse DC´s
...


Mentoring New Players: 10h
New Player Karrakaz ca. 6 H aufrunden:10
...


Streaming: 20 h
Ca. 20 h in Total


Total H of Season: 40 h


Preparation Time Season 2025 Version 2 Show

Preparation/Creation Time:
FR - DC - TFCotN 01: The Vanished Caravan: 120 H
...


Preparation Time
...


Adventure´s DMed
FR - DC - TFCotN 01: The Vanished Caravan: 10h


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

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


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

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


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


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


2026-04-08 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


2026-04-03 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


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

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


Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück.

ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird.




drian Crowne [C0ldW0lf]:rolling 1d100 gp
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


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


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

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


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

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


Loot:

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

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

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

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


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

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

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

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


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

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

This spellwrought tattoo contains the spell Charm Person.

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

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

Spell: Charm Person (1st-level)


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

Description

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

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

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

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

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


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



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

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


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


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


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

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

Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.

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

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


Goggles of Night
Wondrous item, uncommon

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


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

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


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


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136


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

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

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136


Date Adventure Title ▼ Session XP GP Downtime Renown Missions Hours Character Rewarded
Service Rewards Season 50th Anniversary B Show

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

Service Rewards Season 2025 Version 2 Show

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


Service Rewards Season 13 (50??) Show

Grand Total of Service Hours = 20 (20 used for Rewards)
Uncommon Rewards
....
Rare Rewards
1. Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days (-10h)
...
Very Rare Rewards
2. Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp (-5h)
3. Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp (-5h)
...

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)
...

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)
...

Service Rewards Season 12 a -3 Show

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

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)
...

Preparation Time Season 50th Anniversary B Show

Preparation/Creation Time: 10h
Creation of NPC Pictures and Tokens vor diverse DC´s
...


Mentoring New Players: 10h
New Player Karrakaz ca. 6 H aufrunden:10
...


Streaming: 20 h
Ca. 20 h in Total


Total H of Season: 40 h


Preparation Time Season 2025 Version 2 Show

Preparation/Creation Time:
FR - DC - TFCotN 01: The Vanished Caravan: 120 H
...


Preparation Time
...


Adventure´s DMed
FR - DC - TFCotN 01: The Vanished Caravan: 10h


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

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


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

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


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


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


2026-04-08 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


2026-04-03 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


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

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


Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück.

ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird.




drian Crowne [C0ldW0lf]:rolling 1d100 gp
(73)
=73
rolling 1d50 cp
(38)
=38
rolling 1d20 sp
(10)
=10


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


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

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


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

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


Loot:

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

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

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

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


Fine Clothes — Maskenballensemble des Azure Peacock
Adventuring Gear

Weight: 6 lb.
Cost: 15 GP

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

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

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


Whispermark
Spellwrought Tattoo (1st-Level)
Wondrous Item

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

This spellwrought tattoo contains the spell Charm Person.

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

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

Spell: Charm Person (1st-level)


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

Description

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

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

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

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

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


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



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

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


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


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


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

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

Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.

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

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


Goggles of Night
Wondrous item, uncommon

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


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

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


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


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136


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

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

113,5 gp pro spieler verteilt


Magic Items gelootet:
113,5 gp pro spieler verteilt


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


Unbreakable Arrow
Weapon (arrow), common

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

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

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

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

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

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

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

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

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

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

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

Xanathar’s Guide to Everything, p. 136