DM Log Entries

Total Hours:
10

Total GP:
70446
Unused GP:
80

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session Reward Magic Items Character ▲
2024-01-28 03:49 Assignment 3 Season 12 c advancement Veil of Shadows (Veil) Show

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2024-09-18 17:00 Assignment 3. Season 50th Anniversary B advancement Veil of Shadows (Veil) Show

Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp


Shadowfell Brand Tattoo
Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.


2022-06-06 20:00 Assignment 4 Season 11b advancement Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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.


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.


2024-03-04 23:29 Assignment 3. Season 13 (50?) advancement Azalea Moonvine Show

Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp


Silver Pan Flute (Instrument of Illusions)
Wonderous Item, Common (Requires Attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot radius of the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
This item can be found in Xanathar’s Guide to Everything.

This silver pan flute is carved with the phases of the moon. Instead of butterflies, it produces images of Luna moths.


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.


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

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


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

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

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


2024-02-06 18:57 Assignment 6. Season 12 c magic_item Raya Lightshield Show

Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days


Ring of Amity
Ring, very rare (requires attunement)

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.

When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.

Once the rune has been invoked, it can't be invoked again until the next dawn.


2024-02-06 18:53 Assignment 5. Season 12 c magic_item Ember Claw Show

Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days


Manual of Bodily Health
Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.


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.


2023-07-30 00:00 Assignment 6 Season 12 b advancement Sora Soulheart Show

  • 10 Downtime

Gloves of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.


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

1 LvlUp von Tier 1 Service Reward


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.


2023-04-07 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.


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.


2023-07-30 00:00 Assignment 4 Season 12 b advancement Nyx Vulpin Show

  • 2500 gp

The Seventh Sword (Sun Blade)
Weapon (longsword), rare (requires attunement)

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.

Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
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.


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.


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.


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 none Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns.

The tattoo does not appear inked — it looks grown.

Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted.

When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks.

From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body.

The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface.

The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function.
Tattoo Attunement

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

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead.

These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once used, this bonus action can't be used again until the next dawn.
Minor Property: Painful

You feel a persistent, underlying pain while bearing this tattoo.

The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain.

When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body.

This pain does not impose mechanical penalties, but it is constant and cannot be ignored.

Curse – Residual Mark of the Spider Queen

The tattoo carries a lingering spiritual instability born from an interrupted transformation.

While attuned, the wearer suffers the following minor curse:
Minor Detrimental Property – Painful

The tattoo is not a passive mark — it is a restrained transformation.

The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became.

This effect cannot be voluntarily suppressed.
Curse Limitation

The curse cannot be removed by Remove Curse.

Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence.


🕷️ Commander’s Veil (Cloak of Billowing)

Wondrous Item, common
Description

This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely.

When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form.

The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination.

Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted.

When the cloak rests, it hangs in deep, still shadows.

When it moves, it does so with purpose.
Billowing

As a bonus action, you can cause the cloak to billow dramatically.

When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight.

The movement feels guided rather than wind-driven — smooth, measured, and precise.

For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place.

This effect is purely visual and has no additional mechanical benefit.
Minor Property – Temperate

The cloak adapts subtly to environmental conditions.

While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit.

The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate.
Flavor

At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment.

On closer inspection, its structure suggests something more deliberate:

it is not simply made to protect —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

Appearance

Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist.

Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken.

Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen.

Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien:

leicht rötlich
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist.

Living Ownership Sigil

Das Zeichen ist nicht statisch.

Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen.

Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat.

Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz.

Tattoo Attunement

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

When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once this bonus action has been used, it can’t be used again until the next dawn.

Minor Property: Painful (Bound Reprisal)

You experience a harmless flash of pain when using the item.

However, this pain is not constant.

Instead, the tattoo reacts to disobedience.

Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines:

the recognized owner of the mark, or
the house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed.

At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify.

Curse: Brand of Ownership

The tattoo binds more than flesh—it enforces recognition.

While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership.

This manifests as a subtle but persistent psychological pressure:

a sense of being observed or claimed
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling.

The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers.


Living Veil Choker

Wondrous Item, common
(Clothes of Mending, reflavored)
Appearance

This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light.

The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles.

There is no visible clasp.

Yet the choker always sits exactly where it should.
Material

The choker is composed of a strange, living-derived substance, bound into a stable ornamental form.

It carries a constant soft red–rose–violet shimmer, regardless of lighting
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times.

Over time, the choker subtly alters its appearance:

the filigree shifts in fine detail
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure.

This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer.

The process is subtle, continuous, and difficult to perceive without careful observation.

To most, this is simply an unusual quality of its material.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

Metamorphic

The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function.

These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object.
Strange Material

The choker is made from a material that behaves unlike conventional metal, cloth, or leather.

Though its internal nature appears fluid and adaptive, its durability and function remain unaffected.
Extended Forms

More refined versions of the Living Veil Choker are known to extend beyond a simple collar.

In such cases, the material may:

spread across the upper body
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

To most observers, this is:

An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable.

To those who study it more closely:

The material does not behave like something made.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 none Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.


Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded ▲
2024-01-28 03:49 Assignment 3 Season 12 c 250 Veil of Shadows (Veil) Show

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2024-09-18 17:00 Assignment 3. Season 50th Anniversary B 2500 Veil of Shadows (Veil) Show

Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp


Shadowfell Brand Tattoo
Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.


2022-06-06 20:00 Assignment 4 Season 11b 2500 Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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.


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.


2024-03-04 23:29 Assignment 3. Season 13 (50?) 250 Azalea Moonvine Show

Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp


Silver Pan Flute (Instrument of Illusions)
Wonderous Item, Common (Requires Attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot radius of the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
This item can be found in Xanathar’s Guide to Everything.

This silver pan flute is carved with the phases of the moon. Instead of butterflies, it produces images of Luna moths.


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.


2025-06-15 21:40 Assignment 3. Season 2025 Version 2 2500 Lyana Ghostlight Show

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


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

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

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


2024-02-06 18:57 Assignment 6. Season 12 c Raya Lightshield Show

Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days


Ring of Amity
Ring, very rare (requires attunement)

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.

When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.

Once the rune has been invoked, it can't be invoked again until the next dawn.


2024-02-06 18:53 Assignment 5. Season 12 c 1600 Ember Claw Show

Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days


Manual of Bodily Health
Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.


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.


2023-07-30 00:00 Assignment 6 Season 12 b 0 Sora Soulheart Show

  • 10 Downtime

Gloves of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.


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

1 LvlUp von Tier 1 Service Reward


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.


2023-04-07 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.


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.


2023-07-30 00:00 Assignment 4 Season 12 b 2500 Nyx Vulpin Show

  • 2500 gp

The Seventh Sword (Sun Blade)
Weapon (longsword), rare (requires attunement)

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.

Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
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.


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.


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.


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns.

The tattoo does not appear inked — it looks grown.

Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted.

When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks.

From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body.

The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface.

The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function.
Tattoo Attunement

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

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead.

These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once used, this bonus action can't be used again until the next dawn.
Minor Property: Painful

You feel a persistent, underlying pain while bearing this tattoo.

The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain.

When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body.

This pain does not impose mechanical penalties, but it is constant and cannot be ignored.

Curse – Residual Mark of the Spider Queen

The tattoo carries a lingering spiritual instability born from an interrupted transformation.

While attuned, the wearer suffers the following minor curse:
Minor Detrimental Property – Painful

The tattoo is not a passive mark — it is a restrained transformation.

The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became.

This effect cannot be voluntarily suppressed.
Curse Limitation

The curse cannot be removed by Remove Curse.

Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence.


🕷️ Commander’s Veil (Cloak of Billowing)

Wondrous Item, common
Description

This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely.

When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form.

The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination.

Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted.

When the cloak rests, it hangs in deep, still shadows.

When it moves, it does so with purpose.
Billowing

As a bonus action, you can cause the cloak to billow dramatically.

When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight.

The movement feels guided rather than wind-driven — smooth, measured, and precise.

For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place.

This effect is purely visual and has no additional mechanical benefit.
Minor Property – Temperate

The cloak adapts subtly to environmental conditions.

While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit.

The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate.
Flavor

At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment.

On closer inspection, its structure suggests something more deliberate:

it is not simply made to protect —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

Appearance

Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist.

Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken.

Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen.

Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien:

leicht rötlich
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist.

Living Ownership Sigil

Das Zeichen ist nicht statisch.

Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen.

Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat.

Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz.

Tattoo Attunement

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

When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once this bonus action has been used, it can’t be used again until the next dawn.

Minor Property: Painful (Bound Reprisal)

You experience a harmless flash of pain when using the item.

However, this pain is not constant.

Instead, the tattoo reacts to disobedience.

Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines:

the recognized owner of the mark, or
the house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed.

At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify.

Curse: Brand of Ownership

The tattoo binds more than flesh—it enforces recognition.

While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership.

This manifests as a subtle but persistent psychological pressure:

a sense of being observed or claimed
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling.

The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers.


Living Veil Choker

Wondrous Item, common
(Clothes of Mending, reflavored)
Appearance

This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light.

The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles.

There is no visible clasp.

Yet the choker always sits exactly where it should.
Material

The choker is composed of a strange, living-derived substance, bound into a stable ornamental form.

It carries a constant soft red–rose–violet shimmer, regardless of lighting
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times.

Over time, the choker subtly alters its appearance:

the filigree shifts in fine detail
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure.

This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer.

The process is subtle, continuous, and difficult to perceive without careful observation.

To most, this is simply an unusual quality of its material.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

Metamorphic

The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function.

These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object.
Strange Material

The choker is made from a material that behaves unlike conventional metal, cloth, or leather.

Though its internal nature appears fluid and adaptive, its durability and function remain unaffected.
Extended Forms

More refined versions of the Living Veil Choker are known to extend beyond a simple collar.

In such cases, the material may:

spread across the upper body
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

To most observers, this is:

An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable.

To those who study it more closely:

The material does not behave like something made.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.


Date Adventure Title Session XP GP Downtime Renown Missions Hours Character Rewarded ▲
2024-01-28 03:49 Assignment 3 Season 12 c 250 Veil of Shadows (Veil) Show

+250 gp


Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad


2024-09-18 17:00 Assignment 3. Season 50th Anniversary B 2500 Veil of Shadows (Veil) Show

Veil of Shadows (Veil) gets a Tier 2 adventure reward (= Shadowfell Brand Tattoo) + 2500 gp


Shadowfell Brand Tattoo
Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.


2022-06-06 20:00 Assignment 4 Season 11b 2500 Veil of Shadows (Veil) Show

gets a Tier 2 adventure reward (= Flame Tongue Greatsword) + 2500 gp


Flame Tongue Greatsword
Weapon, rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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.


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.


2024-03-04 23:29 Assignment 3. Season 13 (50?) 250 Azalea Moonvine Show

Azalea Moonvine gets a Tier 1 adventure reward (=Instrument of Illusions) +250gp


Silver Pan Flute (Instrument of Illusions)
Wonderous Item, Common (Requires Attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot radius of the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
This item can be found in Xanathar’s Guide to Everything.

This silver pan flute is carved with the phases of the moon. Instead of butterflies, it produces images of Luna moths.


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.


2025-06-15 21:40 Assignment 3. Season 2025 Version 2 2500 Lyana Ghostlight Show

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


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

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

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


2024-02-06 18:57 Assignment 6. Season 12 c Raya Lightshield Show

Raya Lightshield a Tier 3 reward (Ring of Amity) + 30 downtime days


Ring of Amity
Ring, very rare (requires attunement)

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.

When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.

Once the rune has been invoked, it can't be invoked again until the next dawn.


2024-02-06 18:53 Assignment 5. Season 12 c 1600 Ember Claw Show

Ember Claw gets a Tier 3 reward (Manual of bodily health) + 30 downtime days


Manual of Bodily Health
Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.


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.


2023-07-30 00:00 Assignment 6 Season 12 b 0 Sora Soulheart Show

  • 10 Downtime

Gloves of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.


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

1 LvlUp von Tier 1 Service Reward


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.


2023-04-07 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.


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.


2023-07-30 00:00 Assignment 4 Season 12 b 2500 Nyx Vulpin Show

  • 2500 gp

The Seventh Sword (Sun Blade)
Weapon (longsword), rare (requires attunement)

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.

Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
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.


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.


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.


2026-04-19 18:00 Fr-DC-BftD: Jorlan, The Cursed 1 Far Howling Show

Teilnehmer:
(1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert.
Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat.
Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager.


Trinket: Command Sigil
Trinket: Broken Jade Loop
Trinket: Bent Key
Trinket: Essence Vial
Trinket: Distorted Chain Amulet (hat Ilvara momentan)


Loot: (Hortauswahl bei Items)
1x Emberveil Tonic (Potion of Healing)
1x Reversed Essence - Quiet Dominion (Perfume of Bewitching)


🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo)

Wondrous Item (tattoo), uncommon (requires attunement)
Appearance

Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns.

The tattoo does not appear inked — it looks grown.

Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted.

When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks.

From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body.

The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface.

The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function.
Tattoo Attunement

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

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead.

These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once used, this bonus action can't be used again until the next dawn.
Minor Property: Painful

You feel a persistent, underlying pain while bearing this tattoo.

The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain.

When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body.

This pain does not impose mechanical penalties, but it is constant and cannot be ignored.

Curse – Residual Mark of the Spider Queen

The tattoo carries a lingering spiritual instability born from an interrupted transformation.

While attuned, the wearer suffers the following minor curse:
Minor Detrimental Property – Painful

The tattoo is not a passive mark — it is a restrained transformation.

The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became.

This effect cannot be voluntarily suppressed.
Curse Limitation

The curse cannot be removed by Remove Curse.

Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence.


🕷️ Commander’s Veil (Cloak of Billowing)

Wondrous Item, common
Description

This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely.

When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form.

The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination.

Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted.

When the cloak rests, it hangs in deep, still shadows.

When it moves, it does so with purpose.
Billowing

As a bonus action, you can cause the cloak to billow dramatically.

When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight.

The movement feels guided rather than wind-driven — smooth, measured, and precise.

For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place.

This effect is purely visual and has no additional mechanical benefit.
Minor Property – Temperate

The cloak adapts subtly to environmental conditions.

While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit.

The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate.
Flavor

At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment.

On closer inspection, its structure suggests something more deliberate:

it is not simply made to protect —
but to contain.

It hides more than shape.
It softens movement.
It obscures what lies beneath.

When still, it settles into layered shadow.
When stirred, it does not react —
it responds.


🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)

Appearance

Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist.

Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken.

Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen.

Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien:

leicht rötlich
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört

Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist.

Living Ownership Sigil

Das Zeichen ist nicht statisch.

Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen.

Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat.

Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz.

Tattoo Attunement

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

When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute.

For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets.

In addition, your melee attacks deal an extra 1d6 force damage on a hit.

Once this bonus action has been used, it can’t be used again until the next dawn.

Minor Property: Painful (Bound Reprisal)

You experience a harmless flash of pain when using the item.

However, this pain is not constant.

Instead, the tattoo reacts to disobedience.

Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines:

the recognized owner of the mark, or
the house, faction, or authority the sigil currently represents

the tattoo flares violently.

This manifests as:

a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment

This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed.

At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify.

Curse: Brand of Ownership

The tattoo binds more than flesh—it enforces recognition.

While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership.

This manifests as a subtle but persistent psychological pressure:

a sense of being observed or claimed
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing

When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling.

The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers.


Living Veil Choker

Wondrous Item, common
(Clothes of Mending, reflavored)
Appearance

This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light.

The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles.

There is no visible clasp.

Yet the choker always sits exactly where it should.
Material

The choker is composed of a strange, living-derived substance, bound into a stable ornamental form.

It carries a constant soft red–rose–violet shimmer, regardless of lighting
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it

Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior

When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times.

Over time, the choker subtly alters its appearance:

the filigree shifts in fine detail
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly

These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core

Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure.

This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer.

The process is subtle, continuous, and difficult to perceive without careful observation.

To most, this is simply an unusual quality of its material.
Properties

This item functions as Clothes of Mending:

The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.

Metamorphic

The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function.

These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object.
Strange Material

The choker is made from a material that behaves unlike conventional metal, cloth, or leather.

Though its internal nature appears fluid and adaptive, its durability and function remain unaffected.
Extended Forms

More refined versions of the Living Veil Choker are known to extend beyond a simple collar.

In such cases, the material may:

spread across the upper body
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching

Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence

The choker maintains constant, perfect contact with the wearer.

It:

never feels loose
never shifts unintentionally
adjusts naturally to movement and posture

At times, it may seem to respond faintly to warmth, motion, or emotional tension.

It does not resist.

But it is never entirely passive.
In-World Perception

To most observers, this is:

An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable.

To those who study it more closely:

The material does not behave like something made.
It behaves like something that has learned to remain in form.

Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)


2026-04-22 19:00 Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s 1 Far Howling Show

Teilnehmer:
(2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none
(2) Brennjie - Sheva - Aasimar - Cleric 2 - none
(2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none
(2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none
(2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none


Wird an As a Player Reward an Far Howling verteilt +10 Downtime.


Infos:
Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind.
Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun.
Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat.
Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen.
Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.