DM Log Entries

Total Hours:
10

Total GP:
34680
Unused GP:
80

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title ▲ Session Reward Magic Items Character
2022-06-04 19:50 Abenteuer Vorbereitung (Season 11 b) none Show

Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!!


Vorbereitung von DC-PoA-CONMAR-01 Something Sinister
24 h über mehr mehrere Tage


2023-06-27 18:30 Abenteuervorbereitung Season 12 b none Show

Vorbereitung von
- DC-POA-CONMAR-14SealTeamStickss
- DC-PoA-CONMAR-15
AGrimTaleatWinter_Solstice
Über das Monat hinweg 48 h


2024-01-06 20:30 Abenteuervorbereitung Season 12 c none Show

Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht.
Über die vergangenen Monat hinweg 48h


2022-07-04 18:50 Assignment 1 Season 11b advancement Ssakiel Show

+250 gp und 1 lvl Up


+Eyes of Charming
Wondrous item, uncommon (requires attunement)

These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.


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

+2500gp
Glamoured Studded Leather

AC 12 + Dex, Light armor, rare, 13 lb.

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Minor Property: Gleaming -This item never gets dirty.


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

1 LvlUp von Tier 2 Service Reward


2023-07-30 17:33 Assignment 1. Season 12 b advancement Nyx Vulpin Show

  • 250gp

Headband of Intellect
Wondrous Item, uncommon

Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is 19 or higher without it.


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

Insignia of Claws
Wondrous item, uncommon

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

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


2023-12-14 18:05 Assignment 1. Season 12 c advancement Kish Loneheart Akannathi Show

+250 gp und 1 Lvl Up von Tier 1 Service Reward


2024-03-04 23:29 Assignment 1. Season 13 (50?) magic_item Eoin, "Red Mist" Show

Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days


Rogue's Mantle
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-09-18 17:00 Assignment 1. Season 50th Anniversary B advancement Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp


Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)

This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.

Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.


2022-06-06 19:50 Assignment 2 Season 11b magic_item Sylriel Sunriver Show

gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days


Dragon Wing Longbow
Weapon, rare (requires attunement)

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Range.

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition.

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


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

1 LvlUp von Tier 2 Service Reward


2023-04-26 20:00 Assignment 2 Season 12 a advancement Noriel Aurōrae Show

+2500gp
Cloak of Displacement
(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.


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

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

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


2024-01-06 08:01 Assignment 2. Season 12 c advancement Yūgure (no Tsuki) Show

gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp


Amarok´s Favor (Insignia of Claws)
Wondrous item, uncommon

This Insignia Earring is made of black stone and depicts a Wolf with its mouth agape as its eyes glow ice blue as you enter battle, empowering your natural fists or natural weapons.

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


2024-03-04 23:29 Assignment 2. Season 13 (50?) 1 advancement Aora Cinnamae Show

Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp


Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


2024-09-28 18:00 Assignment 2. Season 50th Anniversary B magic_item Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days


Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.


2022-06-06 19:50 Assignment 3 Season 11b advancement Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


2022-07-25 00:00 Assignment 3 Season 12 b advancement Sekae Nightglimm Show

  • 2500 gp

Horseshoes of Speed
Wondrous item, rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius.


Date Adventure Title ▲ Session ACP TCP Downtime Renown GP Character Rewarded
2022-06-04 19:50 Abenteuer Vorbereitung (Season 11 b) Show

Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!!


Vorbereitung von DC-PoA-CONMAR-01 Something Sinister
24 h über mehr mehrere Tage


2023-06-27 18:30 Abenteuervorbereitung Season 12 b Show

Vorbereitung von
- DC-POA-CONMAR-14SealTeamStickss
- DC-PoA-CONMAR-15
AGrimTaleatWinter_Solstice
Über das Monat hinweg 48 h


2024-01-06 20:30 Abenteuervorbereitung Season 12 c Show

Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht.
Über die vergangenen Monat hinweg 48h


2022-07-04 18:50 Assignment 1 Season 11b 250 Ssakiel Show

+250 gp und 1 lvl Up


+Eyes of Charming
Wondrous item, uncommon (requires attunement)

These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.


2023-04-07 14:53 Assignment 1 Season 12 a 2500 Ssakiel Show

+2500gp
Glamoured Studded Leather

AC 12 + Dex, Light armor, rare, 13 lb.

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Minor Property: Gleaming -This item never gets dirty.


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

1 LvlUp von Tier 2 Service Reward


2023-07-30 17:33 Assignment 1. Season 12 b 250 Nyx Vulpin Show

  • 250gp

Headband of Intellect
Wondrous Item, uncommon

Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is 19 or higher without it.


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

Insignia of Claws
Wondrous item, uncommon

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

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


2023-12-14 18:05 Assignment 1. Season 12 c 250 Kish Loneheart Akannathi Show

+250 gp und 1 Lvl Up von Tier 1 Service Reward


2024-03-04 23:29 Assignment 1. Season 13 (50?) Eoin, "Red Mist" Show

Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days


Rogue's Mantle
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-09-18 17:00 Assignment 1. Season 50th Anniversary B 10000 Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp


Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)

This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.

Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.


2022-06-06 19:50 Assignment 2 Season 11b Sylriel Sunriver Show

gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days


Dragon Wing Longbow
Weapon, rare (requires attunement)

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Range.

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition.

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


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

1 LvlUp von Tier 2 Service Reward


2023-04-26 20:00 Assignment 2 Season 12 a 2500 Noriel Aurōrae Show

+2500gp
Cloak of Displacement
(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.


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

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

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


2024-01-06 08:01 Assignment 2. Season 12 c 250 Yūgure (no Tsuki) Show

gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp


Amarok´s Favor (Insignia of Claws)
Wondrous item, uncommon

This Insignia Earring is made of black stone and depicts a Wolf with its mouth agape as its eyes glow ice blue as you enter battle, empowering your natural fists or natural weapons.

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


2024-03-04 23:29 Assignment 2. Season 13 (50?) 1 250 Aora Cinnamae Show

Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp


Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


2024-09-28 18:00 Assignment 2. Season 50th Anniversary B Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days


Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.


2022-06-06 19:50 Assignment 3 Season 11b 2500 Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


2022-07-25 00:00 Assignment 3 Season 12 b 2500 Sekae Nightglimm Show

  • 2500 gp

Horseshoes of Speed
Wondrous item, rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius.


Date Adventure Title ▲ Session XP GP Downtime Renown Missions Hours Character Rewarded
2022-06-04 19:50 Abenteuer Vorbereitung (Season 11 b) Show

Erstes Abenteuer selbst vorbereitet respekt an alle DM´s!!!!!!


Vorbereitung von DC-PoA-CONMAR-01 Something Sinister
24 h über mehr mehrere Tage


2023-06-27 18:30 Abenteuervorbereitung Season 12 b Show

Vorbereitung von
- DC-POA-CONMAR-14SealTeamStickss
- DC-PoA-CONMAR-15
AGrimTaleatWinter_Solstice
Über das Monat hinweg 48 h


2024-01-06 20:30 Abenteuervorbereitung Season 12 c Show

Vorbereitung von DC-POA-CONMAR, alle T1 Übersätzt und fehlende Karten gesucht.
Über die vergangenen Monat hinweg 48h


2022-07-04 18:50 Assignment 1 Season 11b 250 -5 Ssakiel Show

+250 gp und 1 lvl Up


+Eyes of Charming
Wondrous item, uncommon (requires attunement)

These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.


2023-04-07 14:53 Assignment 1 Season 12 a 2500 -10 Ssakiel Show

+2500gp
Glamoured Studded Leather

AC 12 + Dex, Light armor, rare, 13 lb.

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Minor Property: Gleaming -This item never gets dirty.


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

1 LvlUp von Tier 2 Service Reward


2023-07-30 17:33 Assignment 1. Season 12 b 250 -5 Nyx Vulpin Show

  • 250gp

Headband of Intellect
Wondrous Item, uncommon

Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is 19 or higher without it.


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

Insignia of Claws
Wondrous item, uncommon

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

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


2023-12-14 18:05 Assignment 1. Season 12 c 250 Kish Loneheart Akannathi Show

+250 gp und 1 Lvl Up von Tier 1 Service Reward


2024-03-04 23:29 Assignment 1. Season 13 (50?) Eoin, "Red Mist" Show

Eoin "Red Mist" gets a Tier 2 adventure reward (= Rogue's Mantle) + 20 downtime days


Rogue's Mantle
Wondrous Item, Rare (Requires Attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.


2024-09-18 17:00 Assignment 1. Season 50th Anniversary B 10000 Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 3 adventure reward (= Staff of Lightning and Thunder) + + 10,000 gp


Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)

This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.

Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.


2022-06-06 19:50 Assignment 2 Season 11b Sylriel Sunriver Show

gets a Tier 2 adventure reward (= Dragon Wing Longbow ) + 20 downtime days


Dragon Wing Longbow
Weapon, rare (requires attunement)

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Range.

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition.

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Heavy.

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


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

1 LvlUp von Tier 2 Service Reward


2023-04-26 20:00 Assignment 2 Season 12 a 2500 -10 Noriel Aurōrae Show

+2500gp
Cloak of Displacement
(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.


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

  • 250gp

Heward's Handy Spice Pouch
Wondrous item, common

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


2024-01-06 08:01 Assignment 2. Season 12 c 250 Yūgure (no Tsuki) Show

gets a Tier 1 reward (Insignia of Claws), lvl up und + 250 gp


Amarok´s Favor (Insignia of Claws)
Wondrous item, uncommon

This Insignia Earring is made of black stone and depicts a Wolf with its mouth agape as its eyes glow ice blue as you enter battle, empowering your natural fists or natural weapons.

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


2024-03-04 23:29 Assignment 2. Season 13 (50?) 1 250 Aora Cinnamae Show

Aora Cinnamae gets a Tier 1 adventure reward (= Staff of Flowers) + 250gp


Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.


2024-09-28 18:00 Assignment 2. Season 50th Anniversary B Siren Rishath al-Kaalith Show

Siren Rishath al-Kaalith gets a Tier 1 adventure reward: Boomerang Shield** + 10 downtime days


Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.


2022-06-06 19:50 Assignment 3 Season 11b 2500 Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Opal of the Ild Rune) + 2500 gp


Opal of the Ild Rune
Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite.

-As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend.

-You have resistance to cold damage.
Fire Tamer.

-As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame.

You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


2022-07-25 00:00 Assignment 3 Season 12 b 2500 Sekae Nightglimm Show

  • 2500 gp

Horseshoes of Speed
Wondrous item, rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

While active, these horseshoes flicker as if flames from a torch and sheds light in a 20-foot radius.