Serenoa Wolffort

Season:
Forgotten Realms
Race:
Human (PhB 2024)
Class:
Fighter: The Champion
Background:
Soldier
Lifestyle:
Modest
Current Level:
3
Total GP:
387.5
Total Downtime:
20
Tag:
DDAL
Faction:
Lord's Alliance
Faction Rank:
Cloak (rank 1)
Magic Item Count:
3
Magic Item Limit:
1
Ordine Sage’s Robes,
Instrument of the Bards, Mac-Fuirmidh Cittern,
Periapt of Wound Closure,
Orb of Direction

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2024-10-26 12:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 15 (+2)
Dex: 14
Con: 15 (+1)
Int: 8
Wis: 10
Cha: 8

Class:

Fighter: The Champion
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Proficiencies

Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Equipment:
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Background: Noble

You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.
Ability Scores: Strength, Intelligence, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Choose one kind of Gaming Set
Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP

2024-10-26 15:00 CCC-Tarot-01 Awakening of Fates 1 2 162.5 0 Ordine Sage’s Robes Show

Teilnehmer:

(1) Kiri - Justin "Justiciar" Ambershield - Human - Cleric 1
(1) Marcelinho700 - Lucis - Tiefling - Sorcerer 1
(1) Lamianyu - Myranda Blacksilver - High Elf - Paladin 1
(1) Bramymond - Serenoa Wolffort - Human - Fighter 1

Loot:

250gp
2x Potion of Healing (2d4+2)
Ordine Sage’s Robes (Robe of Useful Items)
Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches:
Bag of 100 GP, Dagger, Mirror, Pole, Rope (coiled), Sack, Riding Horse with a Riding Saddle, 4 Potions of Healing, Spell Scroll: Detect Magic
This robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen.

Story Awards:

Touched by the Fates. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.
Tarot of Fate (Inverted Devil). You have proven to some higher power that you, unlike other mortals, are able to resist temptation. You have earned the blessing of the Ordinances

Character Changes:

Level up - Fighter: The Champion Level 3
Used Downtime: Catching up (-10 DT)
Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.n.
Level 2: Tactical Mind
You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

2024-12-16 23:30 CCC-GSP01-01 A Dragon’s Breath 100 10 Instrument of the Bards, Mac-Fuirmidh Cittern Show

Teilnehmer:

(4) Echo - Ori Keendream - Ghostwise Halfling - 4 Archfey Warlock - None
(3) Tom the Elevator - Logan Stinkee - Human - Berserker Barbarian (3) - none
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(1) Florian E.- Pat - Changeling - Rouge (1) - none
(4) Kiri - The Crow - Human - Aberrant Mind Sorcerer 4

Story Awards:

Five-Leaf Clover Initiate. A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.
A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.
The flame can provide dim light within 5 feet of you.

Loot:

500gp
1xScroll of Comprehend Languages
...
Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

2025-03-27 21:49 FR-DC-CHROME THE CHROMI CONCLAVE 125 10 Periapt of Wound Closure, Orb of Direction Show

Teilnehmer:

(4) Flammenklinge -Cloud - Shadar kei - Hunter - Ranger (4)
(1) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 1 - Lord's Alliance
(2) Karrakasz - Pether - Goliath - Barbarian 2 - none Char
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(4)kiri - Purity - Yuan Ti - Abjuration wizard 4

Loot:

500gp
Dragonblood Potion "Keoghthom's Ointment" (5 doses)
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
"This feels just wrong."
Heart of the Wyrm (Orb of Direction)
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice."
Minor Property: Language (Draconic). While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic.
Enchanted Silver Dragon Scale (Periapt of Wound Closure)
Wondrous item, uncommon (requires attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."
Minor Property: Sentinel (Dragon)

Story Award:

Wyrmageddon. You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".
Scaled Friend. After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.

Date Played Adventure Title Tier ▲ Session ACP TCP Downtime Renown
2024-10-26 12:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 15 (+2)
Dex: 14
Con: 15 (+1)
Int: 8
Wis: 10
Cha: 8

Class:

Fighter: The Champion
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Proficiencies

Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Equipment:
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Background: Noble

You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.
Ability Scores: Strength, Intelligence, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Choose one kind of Gaming Set
Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP

2024-10-26 15:00 CCC-Tarot-01 Awakening of Fates 1 0 Show

Teilnehmer:

(1) Kiri - Justin "Justiciar" Ambershield - Human - Cleric 1
(1) Marcelinho700 - Lucis - Tiefling - Sorcerer 1
(1) Lamianyu - Myranda Blacksilver - High Elf - Paladin 1
(1) Bramymond - Serenoa Wolffort - Human - Fighter 1

Loot:

250gp
2x Potion of Healing (2d4+2)
Ordine Sage’s Robes (Robe of Useful Items)
Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches:
Bag of 100 GP, Dagger, Mirror, Pole, Rope (coiled), Sack, Riding Horse with a Riding Saddle, 4 Potions of Healing, Spell Scroll: Detect Magic
This robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen.

Story Awards:

Touched by the Fates. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.
Tarot of Fate (Inverted Devil). You have proven to some higher power that you, unlike other mortals, are able to resist temptation. You have earned the blessing of the Ordinances

Character Changes:

Level up - Fighter: The Champion Level 3
Used Downtime: Catching up (-10 DT)
Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.n.
Level 2: Tactical Mind
You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

2024-12-16 23:30 CCC-GSP01-01 A Dragon’s Breath 10 Show

Teilnehmer:

(4) Echo - Ori Keendream - Ghostwise Halfling - 4 Archfey Warlock - None
(3) Tom the Elevator - Logan Stinkee - Human - Berserker Barbarian (3) - none
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(1) Florian E.- Pat - Changeling - Rouge (1) - none
(4) Kiri - The Crow - Human - Aberrant Mind Sorcerer 4

Story Awards:

Five-Leaf Clover Initiate. A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.
A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.
The flame can provide dim light within 5 feet of you.

Loot:

500gp
1xScroll of Comprehend Languages
...
Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

2025-03-27 21:49 FR-DC-CHROME THE CHROMI CONCLAVE 10 Show

Teilnehmer:

(4) Flammenklinge -Cloud - Shadar kei - Hunter - Ranger (4)
(1) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 1 - Lord's Alliance
(2) Karrakasz - Pether - Goliath - Barbarian 2 - none Char
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(4)kiri - Purity - Yuan Ti - Abjuration wizard 4

Loot:

500gp
Dragonblood Potion "Keoghthom's Ointment" (5 doses)
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
"This feels just wrong."
Heart of the Wyrm (Orb of Direction)
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice."
Minor Property: Language (Draconic). While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic.
Enchanted Silver Dragon Scale (Periapt of Wound Closure)
Wondrous item, uncommon (requires attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."
Minor Property: Sentinel (Dragon)

Story Award:

Wyrmageddon. You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".
Scaled Friend. After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-10-26 12:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice (see "Feats").
Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
...
Ability Scores:
Str: 15 (+2)
Dex: 14
Con: 15 (+1)
Int: 8
Wis: 10
Cha: 8

Class:

Fighter: The Champion
Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Proficiencies

Armor: Light, Medium, and Heavy armor and Shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Equipment:
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Background: Noble

You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.
Ability Scores: Strength, Intelligence, Charisma
Feat: Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Choose one kind of Gaming Set
Equipment: Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP

2024-10-26 15:00 CCC-Tarot-01 Awakening of Fates 1 162.5 0 Ordine Sage’s Robes Show

Teilnehmer:

(1) Kiri - Justin "Justiciar" Ambershield - Human - Cleric 1
(1) Marcelinho700 - Lucis - Tiefling - Sorcerer 1
(1) Lamianyu - Myranda Blacksilver - High Elf - Paladin 1
(1) Bramymond - Serenoa Wolffort - Human - Fighter 1

Loot:

250gp
2x Potion of Healing (2d4+2)
Ordine Sage’s Robes (Robe of Useful Items)
Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches:
Bag of 100 GP, Dagger, Mirror, Pole, Rope (coiled), Sack, Riding Horse with a Riding Saddle, 4 Potions of Healing, Spell Scroll: Detect Magic
This robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen.

Story Awards:

Touched by the Fates. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved.
Tarot of Fate (Inverted Devil). You have proven to some higher power that you, unlike other mortals, are able to resist temptation. You have earned the blessing of the Ordinances

Character Changes:

Level up - Fighter: The Champion Level 3
Used Downtime: Catching up (-10 DT)
Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.n.
Level 2: Tactical Mind
You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

2024-12-16 23:30 CCC-GSP01-01 A Dragon’s Breath 100 10 Instrument of the Bards, Mac-Fuirmidh Cittern Show

Teilnehmer:

(4) Echo - Ori Keendream - Ghostwise Halfling - 4 Archfey Warlock - None
(3) Tom the Elevator - Logan Stinkee - Human - Berserker Barbarian (3) - none
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(1) Florian E.- Pat - Changeling - Rouge (1) - none
(4) Kiri - The Crow - Human - Aberrant Mind Sorcerer 4

Story Awards:

Five-Leaf Clover Initiate. A senior member of the Five-Leaf Clover has taken a liking of you and made you a junior member of their adventuring group.
A magical tattoo of a five-leaf clover has been permanently placed at the back of your right hand. When you put your will to it, harmless green flame erupts from the tattoo and engulfs your hand.
The flame can provide dim light within 5 feet of you.

Loot:

500gp
1xScroll of Comprehend Languages
...
Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

2025-03-27 21:49 FR-DC-CHROME THE CHROMI CONCLAVE 125 10 Periapt of Wound Closure, Orb of Direction Show

Teilnehmer:

(4) Flammenklinge -Cloud - Shadar kei - Hunter - Ranger (4)
(1) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 1 - Lord's Alliance
(2) Karrakasz - Pether - Goliath - Barbarian 2 - none Char
(3) Bramymond - Serenoa Wolffort - Human - Fighter: Champion 3 - Lord's Alliance
(4)kiri - Purity - Yuan Ti - Abjuration wizard 4

Loot:

500gp
Dragonblood Potion "Keoghthom's Ointment" (5 doses)
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
"This feels just wrong."
Heart of the Wyrm (Orb of Direction)
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice."
Minor Property: Language (Draconic). While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic.
Enchanted Silver Dragon Scale (Periapt of Wound Closure)
Wondrous item, uncommon (requires attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."
Minor Property: Sentinel (Dragon)

Story Award:

Wyrmageddon. You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic".
Scaled Friend. After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably.