Temenos Mystral

Season:
Forgotten Realms
Race:
Tiefling (PhB 2024)
Class:
Warlock: Pact of the Archfey
Background:
Witchlight Hand
Lifestyle:
Modest
Current Level:
10
Total GP:
3955.25
Total Downtime:
200
Tag:
WBW
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
12
Magic Item Limit:
3
Wand of the War Mage +2,
Bobbing Lily Pad,
Leather Armor, +2,
Goggles of Night,
Helm of Telepathy,
Cloak of Displacement,
Pipes of Haunting,
Broom of Flying,
Rod of the Pact Keeper, +1,
Hag Eye,
Bag of Beans,
Quiver of Ehlonna

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2024-07-30 12:00 Purchase Log -560 Show Purchase

Buying:
1x Brass brazier
5x Potion: Greater Healing (4d4+4) [500gp]
6x Charcoal, Incense, and Herbs (Find Familiar) [60gp]

2024-07-13 14:00 DDHC-WBW01-Witchlight Carnival 1 1 22.75 10 Show

Teilnehmer:

(1) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 1
(1) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 1
(1) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 1
(1) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard 1

Loot:

210 sp and 70 gp
5,000 gp Chest
1x Pixie Dust
1x Potion of Growth
1x Potion of Diminution
1x Potion of Advantage
Potion, uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Scatterleaf Tea
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a protection from evil and good spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use.

Charakter Changes:

Level Up - Warlock: The Archfey 2
Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast

2024-06-09 16:50 Charakter Creation 30 Show

Race:

(Player's Handbook 2024)
Tiefling
Alignment: Chaotic Neutral
Size: Medium
Speed: 30 feet
Darkvision. You have Darkvision with a range of 60 feet.
Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
...
Ability Scores:
Str: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class: Warlock

Level 1: Eldritch Invocations
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can’t pick the same invocation more than once unless its description says otherwise.
Level 1: Pact Magic
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Warlock spells.
Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Proficiencies

Primery Ability: Charisma
Hit Dice Die: D8 per Warlock level
Saving Throws Proficiencies: Wisdom and Charisma
Skill Proficiencies: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapons Proficiencies: Simple weapons
Armor Training: Light armor
Starting Equipment: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP

Background: Witchlight Hand

You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival.
Ability Scores: Dexterity, Constitution, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Insight, Deception, Persuasion)
Repeatable. You can take this feat more than once.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Choose one kind of Musical Instrument
Equipment: Choose A or B: (A) Musical Instrument, Costume or Carnival Uniform, Fine Clothes, Deck of Cards, Trinket (Feywild table) 15 GP; or (B) 50 GP

2024-12-14 19:00 DDHC-WBW03.5-Tither to Yon 12 52.5 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 6
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 6

Loot:

210gp
Characters can also find a cookbook that contains formulas for common and uncommon potions. A character can brew such a potion by following the rules for crafting magic items in the Dungeon Master’s Guide.

Story:

/

2025-01-21 18:00 DDHC-WBW04-Yon 13 81.25 10 Quiver of Ehlonna Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

325gp
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Story:

/

2024-11-30 19:00 DDHC-WBW03-Tither 11 1 163.75 10 Hag Eye, Bag of Beans Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

655gp
Hag Eye
Wondrous Item, Uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Bag of Beans
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
...
1x Butterfly Saddle. Each of these bright yellow toadstools has a ruffled, saddle-shaped cap properly sized for a pixie or sprite to sit on. They taste like butter and can be used as a substitute for that ingredient in recipes.
3x Eldercap. Eating one of these white and gray mushrooms causes the eater to look much older for 1 hour. This magical effect is an illusion that can be ended with a dispel magic spell.
3x Executioner’s Hood. Each of these mushrooms has a black, hood-shaped cap. Any creature that consumes an executioner’s hood must succeed on a DC 12 Constitution saving throw or fall into a cataleptic state that is indistinguishable from death. This magical effect is identical to that of the feign death spell (including its duration).
3x Hummingbrella. A hummingbrella is a colorful mushroom with a frilly, parasol-shaped cap that drips sweet nectar and attracts hummingbirds. Eating one has the same effect as drinking antitoxin.
3x Pricklenoggin. Each of these mushrooms has short, prickly spines growing out of its red cap. Hats made from pricklenoggin caps are popular in the fey courts and considered very fashionable. Most tiny Fey would be grateful to receive one as a gift.
Magic Candy:
2x Your fingers leave indelible stains on anything you touch.
2x Eating the candy causes you to foam at the mouth, making it difficult (but not impossible) for you to speak.
2x You are targeted by a polymorph spell and automatically fail the saving throw against it. The new form is a butterfly (use the bat stat block, but omit its darkvision, Echolocation trait, and Bite attack).

Story:

/

2025-03-08 22:00 DDHC-WBW04-Yon 15 625 10 Show

Teilnehmer:

(7) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 7 - EE
(7) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 7
(7) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 7
(7) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 7

Loot:

2.500gp
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Story:

/

2025-01-26 14:00 DDHC-WBW04-Yon 14 1 981.25 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

3925gp
30x Bottled Lightning
...
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
...
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
...
Ring of Shooting Stars
Ring, Very Rare (Requires Attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
...
Scissors of Shadow Snipping
Wondrous item, rare (requires attunement by a fey or a spellcaster)
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.
The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
...
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Story:

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2024-07-27 17:00 DDHC-WBW02-Hither 3 1 1250 10 Wand of the War Mage +2 Show

Teilnehmer:

(2) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 2
(2) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 2
(2) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 2
(2) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 2

Loot:

5000gp from selling the chest
Wand of the War Mage, +2
Wand, rare (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat

Charakter Changes:

Level Up - Warlock: The Archfey 3
Level 3: Archfey Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
3rd Level: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5th Level: Blink, Plant Growth
7th Level: Dominate Beast, Greater Invisibility
9th Level: Dominate Person, Seeming
Level 3: Steps of the Fey
Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

2025-04-13 15:00 DDHC-WBW05-Palace of Hearts Desire 17 1 1308.75 10 Show

Teilnehmer:

(8) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide 8
(8) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 8
(8) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 8
(8) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 8

Loot:

5.235gp
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
1x The chessboard was a gift to Iggwilv from the archmage Mordenkainen and is worth 2,500 gp.
Rapier +1
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Ioun Stone of Insight
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Flame Tongue Longsword
Weapon (any sword), 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.
Amulet of the Planes
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
Robes of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Steel
Weapon (longsword), very rare (requires attunement by a good-aligned creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

2024-09-21 10:44 DDHC-WBW01-Hither 5 Show
2024-09-29 14:00 DDHC-WBW02.5-Hither to Tither 7 10 Broom of Flying Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Broom of Flying
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Notes: Set: Speed (Flying), Movement, Utility, Exploration

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-09-29 14:00 DDHC-WBW01-Tither 6 0 Show
2024-10-12 10:43 DDHC-WBW01-Tither 8 Show

Recap: Characters arrived at the Wayward Pools where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the palace of hearts desire in space and time. While talking with Lamorna they got ambushed by the Liga of Malevolence but were able to defeat them with the help of the unicorn.

2024-10-19 11:00 DDHC-WBW03-Tither 9 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

Charm of Heroism
This charm allows you to give yourself the benefit of a Potion of Heroism as an action. Once you do so, the charm vanishes from you.
3x Sycamore Seeds of a Dryad
A creature that eats one of these seeds gains the benefit of a pass without trace spell, which lasts for 1 hour.

Story:

The charakters met a family of pixies in their Grandfather Tree, who were attacked by some of Skabatha Nightshade's Redcaps. By invisibly stealing their weapons away and refusing to return them, the redcaps stomped away screaming and swearing.
On their way to Little Oak the charakters met Meadowleaf, a blighted dryad and her Wood Woads, who attacked the charakters, believing them the defilers of her cut down grove. The charakters managed to calm her raging heart and she urged them to return Zybilna to power so that other dryads won't suffer a similar fate. She also gave the characters three sycamore seeds.
At one of the uncorrupted fairy rings, the charakters met a group of singing Campestris. By teaching them the mermaid Palasha's song, they bestowed a charm of heroism onto the charakters, who were able to help and reactivate this Fairy Crossing.

2024-10-13 14:00 DDHC-WBW03-Tither 8 1 10 Rod of the Pact Keeper, +1 Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Rod of the Pact Keeper, +1
Source: Dungeon Master's Guide
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Notes: AL - Player Guide at 5th Level

Story:

The characters arrived at the Wayward Pools, where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the Palace of Hearts Desire in space and time. While talking with Lamorna they got ambushed by members of the League of Malevolence but were able to force their enemies to retreat into the mists.

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Charcoal, Incense, and Herbs (Find Familiar) [10gp]

Charakter Changes:

Level Up - Warlock: The Archfey 5
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast
5th Level. Investment of the Chain Master, Gaze of Two Minds

2024-11-22 21:00 DDHC-WBW03-Tither 10 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Story:

/

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-11-23 18:50 DDHC-WBW01-Tither 9 10 Show
2024-07-27 17:17 3 Show
2024-11-30 19:00 DDHC-WBW03-Tither 10 Show
Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-07-30 12:00 Purchase Log Show Purchase

Buying:
1x Brass brazier
5x Potion: Greater Healing (4d4+4) [500gp]
6x Charcoal, Incense, and Herbs (Find Familiar) [60gp]

2024-07-13 14:00 DDHC-WBW01-Witchlight Carnival 1 10 Show

Teilnehmer:

(1) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 1
(1) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 1
(1) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 1
(1) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard 1

Loot:

210 sp and 70 gp
5,000 gp Chest
1x Pixie Dust
1x Potion of Growth
1x Potion of Diminution
1x Potion of Advantage
Potion, uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Scatterleaf Tea
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a protection from evil and good spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use.

Charakter Changes:

Level Up - Warlock: The Archfey 2
Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast

2024-06-09 16:50 Charakter Creation Show

Race:

(Player's Handbook 2024)
Tiefling
Alignment: Chaotic Neutral
Size: Medium
Speed: 30 feet
Darkvision. You have Darkvision with a range of 60 feet.
Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
...
Ability Scores:
Str: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class: Warlock

Level 1: Eldritch Invocations
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can’t pick the same invocation more than once unless its description says otherwise.
Level 1: Pact Magic
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Warlock spells.
Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Proficiencies

Primery Ability: Charisma
Hit Dice Die: D8 per Warlock level
Saving Throws Proficiencies: Wisdom and Charisma
Skill Proficiencies: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapons Proficiencies: Simple weapons
Armor Training: Light armor
Starting Equipment: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP

Background: Witchlight Hand

You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival.
Ability Scores: Dexterity, Constitution, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Insight, Deception, Persuasion)
Repeatable. You can take this feat more than once.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Choose one kind of Musical Instrument
Equipment: Choose A or B: (A) Musical Instrument, Costume or Carnival Uniform, Fine Clothes, Deck of Cards, Trinket (Feywild table) 15 GP; or (B) 50 GP

2024-12-14 19:00 DDHC-WBW03.5-Tither to Yon 12 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 6
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 6

Loot:

210gp
Characters can also find a cookbook that contains formulas for common and uncommon potions. A character can brew such a potion by following the rules for crafting magic items in the Dungeon Master’s Guide.

Story:

/

2025-01-21 18:00 DDHC-WBW04-Yon 13 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

325gp
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Story:

/

2024-11-30 19:00 DDHC-WBW03-Tither 11 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

655gp
Hag Eye
Wondrous Item, Uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Bag of Beans
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
...
1x Butterfly Saddle. Each of these bright yellow toadstools has a ruffled, saddle-shaped cap properly sized for a pixie or sprite to sit on. They taste like butter and can be used as a substitute for that ingredient in recipes.
3x Eldercap. Eating one of these white and gray mushrooms causes the eater to look much older for 1 hour. This magical effect is an illusion that can be ended with a dispel magic spell.
3x Executioner’s Hood. Each of these mushrooms has a black, hood-shaped cap. Any creature that consumes an executioner’s hood must succeed on a DC 12 Constitution saving throw or fall into a cataleptic state that is indistinguishable from death. This magical effect is identical to that of the feign death spell (including its duration).
3x Hummingbrella. A hummingbrella is a colorful mushroom with a frilly, parasol-shaped cap that drips sweet nectar and attracts hummingbirds. Eating one has the same effect as drinking antitoxin.
3x Pricklenoggin. Each of these mushrooms has short, prickly spines growing out of its red cap. Hats made from pricklenoggin caps are popular in the fey courts and considered very fashionable. Most tiny Fey would be grateful to receive one as a gift.
Magic Candy:
2x Your fingers leave indelible stains on anything you touch.
2x Eating the candy causes you to foam at the mouth, making it difficult (but not impossible) for you to speak.
2x You are targeted by a polymorph spell and automatically fail the saving throw against it. The new form is a butterfly (use the bat stat block, but omit its darkvision, Echolocation trait, and Bite attack).

Story:

/

2025-03-08 22:00 DDHC-WBW04-Yon 15 10 Show

Teilnehmer:

(7) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 7 - EE
(7) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 7
(7) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 7
(7) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 7

Loot:

2.500gp
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Story:

/

2025-01-26 14:00 DDHC-WBW04-Yon 14 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

3925gp
30x Bottled Lightning
...
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
...
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
...
Ring of Shooting Stars
Ring, Very Rare (Requires Attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
...
Scissors of Shadow Snipping
Wondrous item, rare (requires attunement by a fey or a spellcaster)
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.
The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
...
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Story:

/

2024-07-27 17:00 DDHC-WBW02-Hither 3 10 Show

Teilnehmer:

(2) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 2
(2) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 2
(2) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 2
(2) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 2

Loot:

5000gp from selling the chest
Wand of the War Mage, +2
Wand, rare (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat

Charakter Changes:

Level Up - Warlock: The Archfey 3
Level 3: Archfey Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
3rd Level: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5th Level: Blink, Plant Growth
7th Level: Dominate Beast, Greater Invisibility
9th Level: Dominate Person, Seeming
Level 3: Steps of the Fey
Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

2025-04-13 15:00 DDHC-WBW05-Palace of Hearts Desire 17 10 Show

Teilnehmer:

(8) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide 8
(8) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 8
(8) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 8
(8) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 8

Loot:

5.235gp
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
1x The chessboard was a gift to Iggwilv from the archmage Mordenkainen and is worth 2,500 gp.
Rapier +1
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Ioun Stone of Insight
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Flame Tongue Longsword
Weapon (any sword), 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.
Amulet of the Planes
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
Robes of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Steel
Weapon (longsword), very rare (requires attunement by a good-aligned creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

2024-09-21 10:44 DDHC-WBW01-Hither 5 Show
2024-09-29 14:00 DDHC-WBW02.5-Hither to Tither 7 10 Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Broom of Flying
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Notes: Set: Speed (Flying), Movement, Utility, Exploration

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-09-29 14:00 DDHC-WBW01-Tither 6 0 Show
2024-10-12 10:43 DDHC-WBW01-Tither 8 Show

Recap: Characters arrived at the Wayward Pools where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the palace of hearts desire in space and time. While talking with Lamorna they got ambushed by the Liga of Malevolence but were able to defeat them with the help of the unicorn.

2024-10-19 11:00 DDHC-WBW03-Tither 9 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

Charm of Heroism
This charm allows you to give yourself the benefit of a Potion of Heroism as an action. Once you do so, the charm vanishes from you.
3x Sycamore Seeds of a Dryad
A creature that eats one of these seeds gains the benefit of a pass without trace spell, which lasts for 1 hour.

Story:

The charakters met a family of pixies in their Grandfather Tree, who were attacked by some of Skabatha Nightshade's Redcaps. By invisibly stealing their weapons away and refusing to return them, the redcaps stomped away screaming and swearing.
On their way to Little Oak the charakters met Meadowleaf, a blighted dryad and her Wood Woads, who attacked the charakters, believing them the defilers of her cut down grove. The charakters managed to calm her raging heart and she urged them to return Zybilna to power so that other dryads won't suffer a similar fate. She also gave the characters three sycamore seeds.
At one of the uncorrupted fairy rings, the charakters met a group of singing Campestris. By teaching them the mermaid Palasha's song, they bestowed a charm of heroism onto the charakters, who were able to help and reactivate this Fairy Crossing.

2024-10-13 14:00 DDHC-WBW03-Tither 8 10 Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Rod of the Pact Keeper, +1
Source: Dungeon Master's Guide
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Notes: AL - Player Guide at 5th Level

Story:

The characters arrived at the Wayward Pools, where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the Palace of Hearts Desire in space and time. While talking with Lamorna they got ambushed by members of the League of Malevolence but were able to force their enemies to retreat into the mists.

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Charcoal, Incense, and Herbs (Find Familiar) [10gp]

Charakter Changes:

Level Up - Warlock: The Archfey 5
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast
5th Level. Investment of the Chain Master, Gaze of Two Minds

2024-11-22 21:00 DDHC-WBW03-Tither 10 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Story:

/

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-11-23 18:50 DDHC-WBW01-Tither 9 10 Show
2024-07-27 17:17 3 Show
2024-11-30 19:00 DDHC-WBW03-Tither 10 Show
Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2024-07-30 12:00 Purchase Log -560 Show Purchase

Buying:
1x Brass brazier
5x Potion: Greater Healing (4d4+4) [500gp]
6x Charcoal, Incense, and Herbs (Find Familiar) [60gp]

2024-07-13 14:00 DDHC-WBW01-Witchlight Carnival 1 22.75 10 Show

Teilnehmer:

(1) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 1
(1) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 1
(1) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 1
(1) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard 1

Loot:

210 sp and 70 gp
5,000 gp Chest
1x Pixie Dust
1x Potion of Growth
1x Potion of Diminution
1x Potion of Advantage
Potion, uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Scatterleaf Tea
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a protection from evil and good spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use.

Charakter Changes:

Level Up - Warlock: The Archfey 2
Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast

2024-06-09 16:50 Charakter Creation 30 Show

Race:

(Player's Handbook 2024)
Tiefling
Alignment: Chaotic Neutral
Size: Medium
Speed: 30 feet
Darkvision. You have Darkvision with a range of 60 feet.
Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
...
Ability Scores:
Str: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class: Warlock

Level 1: Eldritch Invocations
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can’t pick the same invocation more than once unless its description says otherwise.
Level 1: Pact Magic
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Warlock spells.
Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of level 1–3.
If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Proficiencies

Primery Ability: Charisma
Hit Dice Die: D8 per Warlock level
Saving Throws Proficiencies: Wisdom and Charisma
Skill Proficiencies: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapons Proficiencies: Simple weapons
Armor Training: Light armor
Starting Equipment: Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP

Background: Witchlight Hand

You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival.
Ability Scores: Dexterity, Constitution, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Insight, Deception, Persuasion)
Repeatable. You can take this feat more than once.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Choose one kind of Musical Instrument
Equipment: Choose A or B: (A) Musical Instrument, Costume or Carnival Uniform, Fine Clothes, Deck of Cards, Trinket (Feywild table) 15 GP; or (B) 50 GP

2024-12-14 19:00 DDHC-WBW03.5-Tither to Yon 12 52.5 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 6
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 6

Loot:

210gp
Characters can also find a cookbook that contains formulas for common and uncommon potions. A character can brew such a potion by following the rules for crafting magic items in the Dungeon Master’s Guide.

Story:

/

2025-01-21 18:00 DDHC-WBW04-Yon 13 81.25 10 Quiver of Ehlonna Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

325gp
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Story:

/

2024-11-30 19:00 DDHC-WBW03-Tither 11 163.75 10 Hag Eye, Bag of Beans Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

655gp
Hag Eye
Wondrous Item, Uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Bag of Beans
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
...
1x Butterfly Saddle. Each of these bright yellow toadstools has a ruffled, saddle-shaped cap properly sized for a pixie or sprite to sit on. They taste like butter and can be used as a substitute for that ingredient in recipes.
3x Eldercap. Eating one of these white and gray mushrooms causes the eater to look much older for 1 hour. This magical effect is an illusion that can be ended with a dispel magic spell.
3x Executioner’s Hood. Each of these mushrooms has a black, hood-shaped cap. Any creature that consumes an executioner’s hood must succeed on a DC 12 Constitution saving throw or fall into a cataleptic state that is indistinguishable from death. This magical effect is identical to that of the feign death spell (including its duration).
3x Hummingbrella. A hummingbrella is a colorful mushroom with a frilly, parasol-shaped cap that drips sweet nectar and attracts hummingbirds. Eating one has the same effect as drinking antitoxin.
3x Pricklenoggin. Each of these mushrooms has short, prickly spines growing out of its red cap. Hats made from pricklenoggin caps are popular in the fey courts and considered very fashionable. Most tiny Fey would be grateful to receive one as a gift.
Magic Candy:
2x Your fingers leave indelible stains on anything you touch.
2x Eating the candy causes you to foam at the mouth, making it difficult (but not impossible) for you to speak.
2x You are targeted by a polymorph spell and automatically fail the saving throw against it. The new form is a butterfly (use the bat stat block, but omit its darkvision, Echolocation trait, and Bite attack).

Story:

/

2025-03-08 22:00 DDHC-WBW04-Yon 15 625 10 Show

Teilnehmer:

(7) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 7 - EE
(7) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 7
(7) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 7
(7) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 7

Loot:

2.500gp
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Story:

/

2025-01-26 14:00 DDHC-WBW04-Yon 14 981.25 10 Show

Teilnehmer:

(6) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide lvl 6 - EE
(6) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 6
(6) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 6
(6) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 6

Loot:

3925gp
30x Bottled Lightning
...
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
...
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
...
Ring of Shooting Stars
Ring, Very Rare (Requires Attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
...
Scissors of Shadow Snipping
Wondrous item, rare (requires attunement by a fey or a spellcaster)
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.
The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
...
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Story:

/

2024-07-27 17:00 DDHC-WBW02-Hither 3 1250 10 Wand of the War Mage +2 Show

Teilnehmer:

(2) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 2
(2) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 2
(2) JinxedBear - Eftychia - Winged Tiefling - Barbarian: Wild Magic 2
(2) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 2

Loot:

5000gp from selling the chest
Wand of the War Mage, +2
Wand, rare (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat

Charakter Changes:

Level Up - Warlock: The Archfey 3
Level 3: Archfey Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
3rd Level: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5th Level: Blink, Plant Growth
7th Level: Dominate Beast, Greater Invisibility
9th Level: Dominate Person, Seeming
Level 3: Steps of the Fey
Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

2025-04-13 15:00 DDHC-WBW05-Palace of Hearts Desire 17 1308.75 10 Show

Teilnehmer:

(8) Arikatzi020 - Aora Cinnamae - Eladrin (Eladrin/Dryade) - Circel of Dreams Druide 8
(8) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 8
(8) JinxedBear - Eftychia "Efty" - Winged Tiefling - Barbarian 8
(8) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard lvl 8

Loot:

5.235gp
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
1x The chessboard was a gift to Iggwilv from the archmage Mordenkainen and is worth 2,500 gp.
Rapier +1
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Ioun Stone of Insight
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Flame Tongue Longsword
Weapon (any sword), 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.
Amulet of the Planes
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
Robes of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Steel
Weapon (longsword), very rare (requires attunement by a good-aligned creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

2024-09-21 10:44 DDHC-WBW01-Hither 5 Show
2024-09-29 14:00 DDHC-WBW02.5-Hither to Tither 7 10 Broom of Flying Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Broom of Flying
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Notes: Set: Speed (Flying), Movement, Utility, Exploration

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-09-29 14:00 DDHC-WBW01-Tither 6 0 Show
2024-10-12 10:43 DDHC-WBW01-Tither 8 Show

Recap: Characters arrived at the Wayward Pools where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the palace of hearts desire in space and time. While talking with Lamorna they got ambushed by the Liga of Malevolence but were able to defeat them with the help of the unicorn.

2024-10-19 11:00 DDHC-WBW03-Tither 9 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Loot:

Charm of Heroism
This charm allows you to give yourself the benefit of a Potion of Heroism as an action. Once you do so, the charm vanishes from you.
3x Sycamore Seeds of a Dryad
A creature that eats one of these seeds gains the benefit of a pass without trace spell, which lasts for 1 hour.

Story:

The charakters met a family of pixies in their Grandfather Tree, who were attacked by some of Skabatha Nightshade's Redcaps. By invisibly stealing their weapons away and refusing to return them, the redcaps stomped away screaming and swearing.
On their way to Little Oak the charakters met Meadowleaf, a blighted dryad and her Wood Woads, who attacked the charakters, believing them the defilers of her cut down grove. The charakters managed to calm her raging heart and she urged them to return Zybilna to power so that other dryads won't suffer a similar fate. She also gave the characters three sycamore seeds.
At one of the uncorrupted fairy rings, the charakters met a group of singing Campestris. By teaching them the mermaid Palasha's song, they bestowed a charm of heroism onto the charakters, who were able to help and reactivate this Fairy Crossing.

2024-10-13 14:00 DDHC-WBW03-Tither 8 10 Rod of the Pact Keeper, +1 Show

Teilnehmer:

(4) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 4
(4) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 4
(4) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 4
(4) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 4

Loot:

Rod of the Pact Keeper, +1
Source: Dungeon Master's Guide
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Notes: AL - Player Guide at 5th Level

Story:

The characters arrived at the Wayward Pools, where they met Lamorna the Unicorn. The characters learned that Lamorna lost her mate to the schemings of Skabatha Nightshade and her sisters which used the horn of a unicorn to freeze the Palace of Hearts Desire in space and time. While talking with Lamorna they got ambushed by members of the League of Malevolence but were able to force their enemies to retreat into the mists.

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Charcoal, Incense, and Herbs (Find Familiar) [10gp]

Charakter Changes:

Level Up - Warlock: The Archfey 5
Eldritch Invocations:
1st Level. Pact of the Chain
2nd Level. Agonizing Blast, Repelling Blast
5th Level. Investment of the Chain Master, Gaze of Two Minds

2024-11-22 21:00 DDHC-WBW03-Tither 10 10 Show

Teilnehmer:

(5) Arikatzi020 - Aora Cinnamae - Eladrin - Druid: Circle of Dreams 5
(5) Bramymond - Temenos Mystral - Tiefling - Warlock: The Archfey 5
(5) JinxedBear - Eftychia - Winged Tiefling - Barbarian: The Berserker 5
(5) Marcelinho700 - Lucy Twinkleflower - Fairy - Wizard: Evocation 5

Story:

/

Consumables expended:

1x Potion of Greater Healing (4d4+4)

2024-11-23 18:50 DDHC-WBW01-Tither 9 10 Show
2024-07-27 17:17 3 Show
2024-11-30 19:00 DDHC-WBW03-Tither 10 Show