DM Log Entries
| Date | Adventure Title | Session ▲ | Reward | Magic Items | Character | |||||
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| 2022-05-26 19:30 | DDAL 10-00 Ice Road Trackers | 1 | none | Show | ||||||
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Teilnehmer: 113,5 gp pro spieler verteilt Magic Items gelootet: Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2023-11-01 19:00 | CCC-CONMAR01-01 Helping Hands | 1 | none | Show | ||||||
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Teilnehmer: Loot: 500gp = pro 83,3gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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| 2024-03-20 20:03 | DDAL 10-01 The Frozen North | 1 | none | Show | ||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100gp pro Player Illuminator´s Tattoo 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 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. |
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| 2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-05-22 20:36 | FR - DC - TFCotN 01: The Vanished Caravan | 1 | none | Show | ||||||
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Teilnehmer: Loot: 500 gp - 100 gp pro Player Story Award: „Die Schuld des Rudels“ (Sozial) Adventur Vorbereitung: +2 Stunde |
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| 2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-10-02 19:30 | Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers | 1 | none | Show | ||||||
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Eigenes DC angeboten: Teilnehmer: Players Gaind: Elkhorn Scimitar (Moon-Touched Scimitar) In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand. As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. Artaaqs Mantel (Nature's Mantle) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed. When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal. The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction. Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Story Award: Breath of the North Path (positive) |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | none | Show | ||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ Story Award: Witnesses to the Northgaze "You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North." The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient. You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north. Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess. 🎲 Effect: One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard). Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily. Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. 🐾❄ Story Award: Hunter of Purity "You have erased the trail of blood and fanaticism—and made the North a little safer." You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily. Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection. 🎲 Effect:
Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. Bloodfang Corundum (Red Corundum Elemental Gem) Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. "An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack." Usable once. Breaking the gem summons a fire elemental. In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals. It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites. Fluff Effects: Near blood or fresh flesh, the stone begins to pulse faintly. In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core. When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards. Wolfclaw Gauntlets (Gauntlets of Ogre Power) Description: Effect:
Fluff – Putting on: When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head. Fluff – Taking them off: When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away. Bloodhide Armor (Cast-Off Armor Breastplate) (Breastplate, common) Beschreibung: Effekt: Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen. AC 14 + DEX (max. +2), keine Stealth-Nachteile. Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist. Fluff – Anlegen: Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen. Fluff – Ablegen: Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers. |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | none | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | none | Show | ||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. 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 Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. 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 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) 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. 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. 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. 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 |
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| 2023-01-19 20:15 | CCC-ARCON01-01 Forest Song | 1 | none | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Boots of False Tracks Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | none | Show | ||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) 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. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. 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). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. 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. 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. 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) 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. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. 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 |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | none | Show | ||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | none | Show | ||||||
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Teilnehmer: Loot: 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. 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. 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. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. 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) 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 |
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| 2022-12-26 21:30 | DDAL 10-00 Ice Road Trackers | 1 | none | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2025-10-02 22:27 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love | 1 | none | Show | ||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 500gp - 100gp pro Player Story Award: Kiss the Walrus Chardalyn-Harpune (Silvered Spear) An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm. Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Heartshell Amulet (Periapt of Health) A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores. While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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| 2023-05-29 18:30 | CCC-ARCON01-03 Pharmacist Wanted | 1 | none | Show | ||||||
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Teilnehmer: Magic Items gelootet: Decanter of Endless Water Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. Die Spieler haben auf das Gold was angeboten wurde verzichtet um Marcus zu helfen. |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | none | Show | ||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| Preparation Time Season 50th Anniversary B | none | Show | ||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 12 a | none | Show | ||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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| Date | Adventure Title | Session ▲ | ACP | TCP | Downtime | Renown | GP | Character Rewarded | ||
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| 2022-05-26 19:30 | DDAL 10-00 Ice Road Trackers | 1 | 80 | Show | ||||||
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Teilnehmer: 113,5 gp pro spieler verteilt Magic Items gelootet: Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2023-11-01 19:00 | CCC-CONMAR01-01 Helping Hands | 1 | Show | |||||||
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Teilnehmer: Loot: 500gp = pro 83,3gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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| 2024-03-20 20:03 | DDAL 10-01 The Frozen North | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100gp pro Player Illuminator´s Tattoo 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 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. |
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| 2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-05-22 20:36 | FR - DC - TFCotN 01: The Vanished Caravan | 1 | Show | |||||||
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Teilnehmer: Loot: 500 gp - 100 gp pro Player Story Award: „Die Schuld des Rudels“ (Sozial) Adventur Vorbereitung: +2 Stunde |
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| 2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-10-02 19:30 | Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Players Gaind: Elkhorn Scimitar (Moon-Touched Scimitar) In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand. As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. Artaaqs Mantel (Nature's Mantle) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed. When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal. The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction. Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Story Award: Breath of the North Path (positive) |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ Story Award: Witnesses to the Northgaze "You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North." The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient. You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north. Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess. 🎲 Effect: One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard). Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily. Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. 🐾❄ Story Award: Hunter of Purity "You have erased the trail of blood and fanaticism—and made the North a little safer." You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily. Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection. 🎲 Effect:
Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. Bloodfang Corundum (Red Corundum Elemental Gem) Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. "An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack." Usable once. Breaking the gem summons a fire elemental. In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals. It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites. Fluff Effects: Near blood or fresh flesh, the stone begins to pulse faintly. In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core. When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards. Wolfclaw Gauntlets (Gauntlets of Ogre Power) Description: Effect:
Fluff – Putting on: When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head. Fluff – Taking them off: When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away. Bloodhide Armor (Cast-Off Armor Breastplate) (Breastplate, common) Beschreibung: Effekt: Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen. AC 14 + DEX (max. +2), keine Stealth-Nachteile. Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist. Fluff – Anlegen: Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen. Fluff – Ablegen: Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers. |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | Show | |||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. 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 Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. 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 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) 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. 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. 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. 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 |
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| 2023-01-19 20:15 | CCC-ARCON01-01 Forest Song | 1 | Show | |||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Boots of False Tracks Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | Show | |||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) 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. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. 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). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. 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. 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. 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) 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. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. 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 |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | Show | |||||||
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Teilnehmer: Loot: 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. 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. 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. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. 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) 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 |
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| 2022-12-26 21:30 | DDAL 10-00 Ice Road Trackers | 1 | Show | |||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2025-10-02 22:27 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 500gp - 100gp pro Player Story Award: Kiss the Walrus Chardalyn-Harpune (Silvered Spear) An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm. Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Heartshell Amulet (Periapt of Health) A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores. While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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| 2023-05-29 18:30 | CCC-ARCON01-03 Pharmacist Wanted | 1 | Show | |||||||
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Teilnehmer: Magic Items gelootet: Decanter of Endless Water Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. Die Spieler haben auf das Gold was angeboten wurde verzichtet um Marcus zu helfen. |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 12 a | Show | |||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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| Date | Adventure Title | Session ▲ | XP | GP | Downtime | Renown | Missions | Hours | Character Rewarded | |
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| 2022-05-26 19:30 | DDAL 10-00 Ice Road Trackers | 1 | 80 | 5 | Show | |||||
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Teilnehmer: 113,5 gp pro spieler verteilt Magic Items gelootet: Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2023-11-01 19:00 | CCC-CONMAR01-01 Helping Hands | 1 | 7 | Show | ||||||
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Teilnehmer: Loot: 500gp = pro 83,3gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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| 2024-03-20 20:03 | DDAL 10-01 The Frozen North | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100gp pro Player Illuminator´s Tattoo 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 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. |
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| 2024-01-05 20:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 100 gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-05-22 20:36 | FR - DC - TFCotN 01: The Vanished Caravan | 1 | Show | |||||||
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Teilnehmer: Loot: 500 gp - 100 gp pro Player Story Award: „Die Schuld des Rudels“ (Sozial) Adventur Vorbereitung: +2 Stunde |
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| 2024-01-26 21:30 | CCC-ARCON01-02 A Whale of a Tale | 1 | Show | |||||||
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Teilnehmer: Adventur Vorbereitung: +2 Stunde Loot verteilt: 500gp = 123gp Pro Spieler Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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| 2025-10-02 19:30 | Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Players Gaind: Elkhorn Scimitar (Moon-Touched Scimitar) In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand. As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. Artaaqs Mantel (Nature's Mantle) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed. When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal. The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction. Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Story Award: Breath of the North Path (positive) |
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| 2025-10-16 20:00 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Howling in the Mountains | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 475 gp - 79.16gp per Spieler Charm of Snowball Strike. 🐺❄ Story Award: Witnesses to the Northgaze "You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North." The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient. You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north. Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess. 🎲 Effect: One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard). Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily. Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. 🐾❄ Story Award: Hunter of Purity "You have erased the trail of blood and fanaticism—and made the North a little safer." You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily. Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection. 🎲 Effect:
Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. Bloodfang Corundum (Red Corundum Elemental Gem) Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. "An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack." Usable once. Breaking the gem summons a fire elemental. In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals. It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites. Fluff Effects: Near blood or fresh flesh, the stone begins to pulse faintly. In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core. When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards. Wolfclaw Gauntlets (Gauntlets of Ogre Power) Description: Effect:
Fluff – Putting on: When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head. Fluff – Taking them off: When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away. Bloodhide Armor (Cast-Off Armor Breastplate) (Breastplate, common) Beschreibung: Effekt: Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen. AC 14 + DEX (max. +2), keine Stealth-Nachteile. Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist. Fluff – Anlegen: Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen. Fluff – Ablegen: Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers. |
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| 2023-02-21 19:15 | CCC-ARCON01-02 A Whale of a Tale | 1 | 8 | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Lantern of Revealing While lit, this Hooded Lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 foot radius and dim light in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-03-25 20:39 | Fr-DC-BftD: Adrian Crown, the Desired | 1 | Show | |||||||
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Teilnehmer: Dieses Abenteuer Dient als Prolog für sein Leben bevor er ins Underdark verschlept wird in Out of the Abyss. 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 Trinket: Fragment of a Beautiful Song Trinket: Silver Framed Portrait Trinket: Silver Teardrop Earring Fine Clothes — Maskenballensemble des Azure Peacock Weight: 6 lb. 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 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) 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. 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. 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. 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 |
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| 2023-01-19 20:15 | CCC-ARCON01-01 Forest Song | 1 | 8 | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Boots of False Tracks Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2026-04-08 18:00 | Fr-DC-BftD: Osvald of Gauntlgrym | 1 | Show | |||||||
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Teilnehmer: Info: Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach. Loot: Trinket: Runebound Deepstone Stonewarden Pearl (Pearl of Power) 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. While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower. 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). The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable. 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. 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. 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) 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. As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane. The weapon has no additional magical bonus to attack or damage rolls. 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 |
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| 2026-04-15 18:00 | Fr-DC-BftD: Sheva, Childe of Light | 1 | Show | |||||||
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Teilnehmer: Info: Loot: 🌞 Vestments of the Dawn Sentinel (Armor of Gleaming – Breastplate, Temperate Minor Property) Armor (Breastplate), Common This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon. Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents. Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again. This armor never becomes dirty. Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned. Nothing clings to it. Nothing mars it. Nothing remains. The armor maintains a constant, gentle warmth against the wearer’s body. It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun. This warmth is subtle, but constant. Not protective. Not shielding. Simply… present. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath. Not guiding. But reminding. The Dawn Sentinel did not shine to be admired. It shone so others would know where to stand. Even in ruin. Diadem of the Sun’s Remnant (Ring of Mind Shielding) Wondrous Item (Ring of Mind Shielding), requires attunement A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light. Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch. When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn. This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. The diadem possesses the Guardian minor property. While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as: A subtle sense of danger before harm A faint internal caution in moments of deception A quiet urging to step aside, hesitate, or prepare The voice is never commanding. Only protective. Lore Fragment When Netheril fell, not all light was extinguished. Some was preserved. Not in stone. And memory refuses to be severed. Curse — Soulbound Remnant This diadem is cursed. Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one. If Remove Curse is cast:
If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:
This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged. The curse is not malevolent — it is unfinished. Adventur Vorbereitung: +15 Stunde |
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| 2026-04-03 19:30 | Fr-DC-BftD: Kesh from the Thruk-Ka tribe | 1 | Show | |||||||
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Teilnehmer: Loot: 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. 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. 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. The boneclaws respond instinctively to danger and emotional tension. In calm moments, they remain short and subdued. 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) 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 |
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| 2022-12-26 21:30 | DDAL 10-00 Ice Road Trackers | 1 | 7 | Show | ||||||
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Teilnehmer: Magic Items gelootet: gesammt 500gp Adventur Vorbereitung: +2 Stunde Unbreakable Arrow 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 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 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 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 |
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| 2025-10-02 22:27 | Angeboten: DC-FR-TNaiD - Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love | 1 | Show | |||||||
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Eigenes DC angeboten: Teilnehmer: Player Gaind: 500gp - 100gp pro Player Story Award: Kiss the Walrus Chardalyn-Harpune (Silvered Spear) An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm. Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. Heartshell Amulet (Periapt of Health) A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores. While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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| 2023-05-29 18:30 | CCC-ARCON01-03 Pharmacist Wanted | 1 | 8 | Show | ||||||
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Teilnehmer: Magic Items gelootet: Decanter of Endless Water Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. Die Spieler haben auf das Gold was angeboten wurde verzichtet um Marcus zu helfen. |
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| 2026-03-28 20:04 | Fr-DC-BftD: Adrian Crown, the Desired | 2 | Show | |||||||
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Teilnehmer: Am nächsten Tag als Adrian aufwacht wird er wieder von Vealros begrüßt mit den üblichen Frühstüg und einen kleinen Geschenk zur abreise. Eine neue Sonnenbrille die es Adrian erlaubt auch etwas ungesehener sich unter anderen zu bewegen, wenn er mal nicht von Fans umschwermt sein will. Ihm wird erklärt das die Eskorte (Abenteuer) Am Südtor wartet und hat alle Sachen gepackt die wichtig sind. Adrian packt in seinen Zimmer noch die letzen dinge, darunter auch das Bild seiner Hochzeit. Als sie durch Waterdeep richtung Südtor durch die straßen fahren sieht Adrian wieder etwas mehr die Stadt in der er aufgewachsen ist und lebt. Als sie am Südtor ankommen stellt sich eine Gruppe vor die komplett aus Shiftern verschiedener art besteht. Suki, Iron, Rune und Onyx sind wohl eine Feste Gruppe und nach einen kurzen flirt versuch mit Suki, stellt er schnell fest, das sie zumindest schon mit Rune (der wohl der Anführer ist) zusammen ist. Sie stellen sich vor und auch Adrian stellt sich kurz vor. Danach beginnt die Fahrt. Der erste Tag reise stellt sich auch als recht ereignislos dar und dan wird auch klar das anscheind die Gruppe (mit nur einen zelt und verhalten der Gruppe) in einer Bezieheung mit einander sind (Suki mit allen drei Männern - die scheinen auch das ganze so zu akzeptieren). Adrian ist etwas iritiert aber verdrückt sich erst mal das flierten. Am nächsten tag auf der Straße begegnen sie dan einer gruppe Banditen/Bauern die doch recht verzweifelt aussehen. Adrian überzeugt diese schnell das es keine gute Idee ist sich mit ihnen anzulegen und gibt jeden der Sechs Männer ein Goldstück. ER wird dan von Suki als nett aber schrud bezeichnet was dieser bejat aber denkt weiter das er mit ihr fliertet bis mehrere Knurrer ihn doch aufhorchen lassen das es keine gute Idee ist das zu tun. Sie kommen in Daggerford an und Adrian mit gruppe und Vealros Kehren in der Taverne ein. Am nächsten Tag sieht er sich um bis er seine Vorstellung hat. Er lernt die Führung von Daggerford kennen und dessen bruder. Und verbringt die nacht mit der Lady. Er schleicht aus den Anwesen raus bevor der morgen kommt. AM späten vormittag verlassen sie dan daggerford richtung Secomber. Der erste TAg ist wieder Ruhig, aber der nächste Tag bringt einen Überfall von Lizardfolk. einer der Abenteuer geht down aber Adrian heilt ihn. Einen der Lizards beleidigt er so schlimm das er Stirbt. Die Abenteuer lassen ihn einen teil des Loots behalten da er ihnen geholfen hat. Er bietet ihnen an mit seine "Snacks" zu feiern die sich als Diverse Drogen herraustellen. Am abend Kommen sie dan In Secomber an. sie kehren wieder in einer guten Taverne ein und am nächsten Tag sieht sich Adrian wieder um. Er lernt einige Sachen über Secomber und dessen "nicht Lord". Er Hat dan wieder seine Aufführung die er wieder ohne Probleme vorbringt und die Leute erreicht. Er redet mit den "Nicht Lord" und später mit einer Abenteuerin mit der er auf sein Zimmer geht nachdem er ne weile getrunken hat. Sie verbringen die nachtzusammen zumindest glaubt das Adrian oder will. aber seine Wahrnehmungen verschwimmen und er bekommt nur noch fetzen von bekannten stimmen wahr ohne wirklich zu wissen wer oder was diese reden. Biss alles schwarz wird. drian Crowne [C0ldW0lf]:rolling 1d100 gp Safety Tools: +1 Stunde |
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| Preparation Time Season 50th Anniversary B | Show | |||||||||
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Preparation/Creation Time: 10h Mentoring New Players: 10h Streaming: 20 h Total H of Season: 40 h |
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| Service Rewards Season 12 a | -3 | Show | ||||||||
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Grand Total of Service Hours = 30 (30 used for Rewards) |
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