Howl Truesilver

Season:
Forgotten Realms
Race:
Human (PhB 2024)
Class:
Sorcerer: Draconic Sorcery
Background:
Noble
Lifestyle:
Modest
Current Level:
5
Total GP:
277.4
Total Downtime:
40
Tag:
DDAL
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
4
Magic Item Limit:
3
Bloodwell Vial +1,
Insignia of Claws,
Heart of the Wyrm (Orb of Direction),
Enchanted Silver Dragon Scale (Periapt of Wound Closure)

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2024-10-06 01:00 Charakter Creation 57 Bloodwell Vial +1 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
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: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class:

Sorcerer Draconic Sorcery.
Spellcasting. Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer 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 Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Equipment:
Choose (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 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

2024-10-06 01:10 Purchase Log -50 Show Purchase

Buying:
1x Diamond, worth 50gp (Chromatic Orb component)

2024-10-07 18:00 DDEX3-01 Harried in Hillsfar 1 2 150 10 Show

Teilnehmer:

(2) SirWolf00 - Korrash der Verdorbene - Dragonborn - Paladin 2
(1) Staubking - Bertus Hartspeer - Mensch - Wizard 2
(1) Don_Delion - Don - Zwerg - Paladin 1
(1) Bramymond - Howl Truesilver - Human (PhB 2024) - Sorcerer 1

Loot:

600gp
1x Potion of Healing (2d4+2)
1x Holy Water
1x Alchemist's Fire
Spell Scrolls: Comprehend Languages, False Life

Charakter Changes:

Level up - Sorcerer: Draconic Sorcery Level 3
Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more when at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Draconic Spells
Sorcerer Level Spells
3rd Alter Self, Chromatic Orb, Command, Dragon's Breath
5th Fear, Fly
7th Arcane Eye, Charm Monster
9th Legend Lore, Summon Dragon

2024-10-28 18:30 FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies 0 37.3 10 Insignia of Claws Show

Teilnehmer:

(3) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 3 - 120ft Darkvision
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(3)Kiri - Justin "Justiciar" Ambershield - Human - Light Cleric 3
(2) Zitzus - Tazith Flammenhand - Dragonborn - Monk 2

Loot:

150gp
1x Oil of Slipperiness
Insignia of Claws
Wondrous Item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Story Award:

Sugar-Rush. You gain a one-time use of Sugar Rush from remembering the candy-filled events of this adventure. When playing in a FR-DC-WATERDEEP adventure, you can take one additional action on your turn. Remove this Story Award after you have claimed your single use of Sugar Rush.
Waterdhavian Contact. The successful conclusion of your contract with the Cheesemongers’ Association granted you one favor to be fulfilled by the guild during any other adventures in the FR-DC-WATERDEEP series. This favor may be used in any of the following ways:
- As a means of funding within the city (up to 350 gp will be paid by the guild instead of by the character; this limit does not increase even if other characters use their Story Awards in the same adventure)
- As a positive character witness (only for your particular character)
- As a source of information (the guild will answer a query relevant to the ongoings of Waterdeep to the best of their ability)
Remove this Story Award once the favor has been used.

2025-12-20 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 1 100 10 Heart of the Wyrm (Orb of Direction), Enchanted Silver Dragon Scale (Periapt of Wound Closure) Show

Teilnehmer:

(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

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.

2025-12-29 22:00 DDAL-00-05 Winter's Splendor 1 -16.9 10 Show

Teilnehmer:
(4) Bramymond - Howl Truesilver - Human - Sorcerer: Draconic Sorcery 4
(4) JinxedBear - Vespera Vellum - Tiefling - Knowledge Domain Cleric 4 - Diabolical Court
(1) Lukas- Lukas - Dwarf- Fighter- none
(4) PeteZero - Bokx Bunny - Harengon - Monk (Warrior of the Elements) - Witchlight Carnival
(4) Karrakasz - Zoldan - Aasimar - Divine Soul Sorcerer - Lord's Alliance


Loot:
500gp (83,3gp/Person)
Trinket: Boreal Ocarina (shaped like a curled winter bird) -100gp
Trinket: Knotted Yarn Rings (thick yarn twisted and knotted into rings, popular with children and travelers) -2sp
Pet: Owlbear Cub (grows up when Owlbears can be recruited through a bastion) 50 Festival Tokens
Magic Items: Bell of Silent Carols (Horn of Silent Alarm, Wondrous Item, common)
Boots of the Winterlands — Waterdeep Provenance (wondrous Item, uncommon, requires attunement)
"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."
"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."
"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."


Story Awards:
Waterdeep City Watch Contact. Assuming respectful and appropriate conduct, the characters have earned Respect of the City Watch, which allows them each one check at Advantage on one check to avoid penalty when caught committing a crime that doesn’t involve murder, theft, or assault.
If anyone attempted to intimidate one or both of the Cassalanter children or otherwise conducted themselves in a manner that would be considered disrespectful, they gain Scorn of the City Watch, with gives that character Disadvantage on their next check to avoid punishment from the City Watch.
A Gift of Golden Wings. "Characters who gain this story award receive a minor blessing from Milil in form of a golden Tattoo which covers their dominant arm. The tattoo takes the form of golden lines of a sacred holy song long forgotten by mortal bards."
Singing or reciting the lyrics to Golden Wings takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial gold pseudodragon to serve as their familiar. This creature is lawful good and abandons the character if they ever willingly harm a celestial.


Trillwing, the Gilded Pseudodragon
Minor Celestial Familiar of Milil, Lord of Song
Appearance
Trillwing is a small pseudodragon no longer than a housecat, its scales a warm, lustrous gold like polished brass under candlelight. Fine filigree-like patterns trace its wings, resembling musical notation when viewed closely. Its eyes shimmer opalescent white, as if reflecting unseen stage lights, and its tail barb glows faintly when it hums. When Trillwing flies, the air seems to ripple with soft chimes, like distant harp strings brushed by the wind.
Nature & Personality
Trillwing is playful, curious, and deeply emotional. It reacts strongly to music—purring at well-played melodies, bristling at discordant noise, and shedding tiny motes of golden light when truly moved. Though gentle, it is not timid; it will boldly interpose itself between cruelty and beauty, especially when art or performers are threatened.
It has a habit of tapping its tail in time with songs, correcting rhythm with tiny coughs or trills, and occasionally harmonizing in a clear, bell-like tone.
Celestial Origin
Trillwing is a minor celestial, created from a fragment of Milil’s divine chorus—specifically, the echo of a perfect performance once offered in devotion. Though bound as a familiar, it is not a mere construct; it understands reverence, inspiration, and the sacred role of art.
Trillwing subtly encourages its master toward:
1. Preserving lore, songs, and stories
2. Performing with sincerity rather than ego
3. Using beauty to soothe, inspire, or unite

Date Played Adventure Title Tier Session ACP ▼ TCP Downtime Renown
2024-10-06 01:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
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: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class:

Sorcerer Draconic Sorcery.
Spellcasting. Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer 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 Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Equipment:
Choose (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 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

2024-10-06 01:10 Purchase Log Show Purchase

Buying:
1x Diamond, worth 50gp (Chromatic Orb component)

2024-10-07 18:00 DDEX3-01 Harried in Hillsfar 1 10 Show

Teilnehmer:

(2) SirWolf00 - Korrash der Verdorbene - Dragonborn - Paladin 2
(1) Staubking - Bertus Hartspeer - Mensch - Wizard 2
(1) Don_Delion - Don - Zwerg - Paladin 1
(1) Bramymond - Howl Truesilver - Human (PhB 2024) - Sorcerer 1

Loot:

600gp
1x Potion of Healing (2d4+2)
1x Holy Water
1x Alchemist's Fire
Spell Scrolls: Comprehend Languages, False Life

Charakter Changes:

Level up - Sorcerer: Draconic Sorcery Level 3
Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more when at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Draconic Spells
Sorcerer Level Spells
3rd Alter Self, Chromatic Orb, Command, Dragon's Breath
5th Fear, Fly
7th Arcane Eye, Charm Monster
9th Legend Lore, Summon Dragon

2024-10-28 18:30 FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies 10 Show

Teilnehmer:

(3) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 3 - 120ft Darkvision
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(3)Kiri - Justin "Justiciar" Ambershield - Human - Light Cleric 3
(2) Zitzus - Tazith Flammenhand - Dragonborn - Monk 2

Loot:

150gp
1x Oil of Slipperiness
Insignia of Claws
Wondrous Item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Story Award:

Sugar-Rush. You gain a one-time use of Sugar Rush from remembering the candy-filled events of this adventure. When playing in a FR-DC-WATERDEEP adventure, you can take one additional action on your turn. Remove this Story Award after you have claimed your single use of Sugar Rush.
Waterdhavian Contact. The successful conclusion of your contract with the Cheesemongers’ Association granted you one favor to be fulfilled by the guild during any other adventures in the FR-DC-WATERDEEP series. This favor may be used in any of the following ways:
- As a means of funding within the city (up to 350 gp will be paid by the guild instead of by the character; this limit does not increase even if other characters use their Story Awards in the same adventure)
- As a positive character witness (only for your particular character)
- As a source of information (the guild will answer a query relevant to the ongoings of Waterdeep to the best of their ability)
Remove this Story Award once the favor has been used.

2025-12-20 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 10 Show

Teilnehmer:

(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

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.

2025-12-29 22:00 DDAL-00-05 Winter's Splendor 10 Show

Teilnehmer:
(4) Bramymond - Howl Truesilver - Human - Sorcerer: Draconic Sorcery 4
(4) JinxedBear - Vespera Vellum - Tiefling - Knowledge Domain Cleric 4 - Diabolical Court
(1) Lukas- Lukas - Dwarf- Fighter- none
(4) PeteZero - Bokx Bunny - Harengon - Monk (Warrior of the Elements) - Witchlight Carnival
(4) Karrakasz - Zoldan - Aasimar - Divine Soul Sorcerer - Lord's Alliance


Loot:
500gp (83,3gp/Person)
Trinket: Boreal Ocarina (shaped like a curled winter bird) -100gp
Trinket: Knotted Yarn Rings (thick yarn twisted and knotted into rings, popular with children and travelers) -2sp
Pet: Owlbear Cub (grows up when Owlbears can be recruited through a bastion) 50 Festival Tokens
Magic Items: Bell of Silent Carols (Horn of Silent Alarm, Wondrous Item, common)
Boots of the Winterlands — Waterdeep Provenance (wondrous Item, uncommon, requires attunement)
"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."
"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."
"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."


Story Awards:
Waterdeep City Watch Contact. Assuming respectful and appropriate conduct, the characters have earned Respect of the City Watch, which allows them each one check at Advantage on one check to avoid penalty when caught committing a crime that doesn’t involve murder, theft, or assault.
If anyone attempted to intimidate one or both of the Cassalanter children or otherwise conducted themselves in a manner that would be considered disrespectful, they gain Scorn of the City Watch, with gives that character Disadvantage on their next check to avoid punishment from the City Watch.
A Gift of Golden Wings. "Characters who gain this story award receive a minor blessing from Milil in form of a golden Tattoo which covers their dominant arm. The tattoo takes the form of golden lines of a sacred holy song long forgotten by mortal bards."
Singing or reciting the lyrics to Golden Wings takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial gold pseudodragon to serve as their familiar. This creature is lawful good and abandons the character if they ever willingly harm a celestial.


Trillwing, the Gilded Pseudodragon
Minor Celestial Familiar of Milil, Lord of Song
Appearance
Trillwing is a small pseudodragon no longer than a housecat, its scales a warm, lustrous gold like polished brass under candlelight. Fine filigree-like patterns trace its wings, resembling musical notation when viewed closely. Its eyes shimmer opalescent white, as if reflecting unseen stage lights, and its tail barb glows faintly when it hums. When Trillwing flies, the air seems to ripple with soft chimes, like distant harp strings brushed by the wind.
Nature & Personality
Trillwing is playful, curious, and deeply emotional. It reacts strongly to music—purring at well-played melodies, bristling at discordant noise, and shedding tiny motes of golden light when truly moved. Though gentle, it is not timid; it will boldly interpose itself between cruelty and beauty, especially when art or performers are threatened.
It has a habit of tapping its tail in time with songs, correcting rhythm with tiny coughs or trills, and occasionally harmonizing in a clear, bell-like tone.
Celestial Origin
Trillwing is a minor celestial, created from a fragment of Milil’s divine chorus—specifically, the echo of a perfect performance once offered in devotion. Though bound as a familiar, it is not a mere construct; it understands reverence, inspiration, and the sacred role of art.
Trillwing subtly encourages its master toward:
1. Preserving lore, songs, and stories
2. Performing with sincerity rather than ego
3. Using beauty to soothe, inspire, or unite

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-10-06 01:00 Charakter Creation 57 Bloodwell Vial +1 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: Neutral Good
Size: Medium
Speed: 30
Language: Common, Dwarvish, Draconic
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: 8
Dex: 15 (+1)
Con: 14
Int: 8
Wis: 10
Cha: 15 (+2)

Class:

Sorcerer Draconic Sorcery.
Spellcasting. Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Sorcerer spells.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer 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 Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Equipment:
Choose (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 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

2024-10-06 01:10 Purchase Log -50 Show Purchase

Buying:
1x Diamond, worth 50gp (Chromatic Orb component)

2024-10-07 18:00 DDEX3-01 Harried in Hillsfar 1 150 10 Show

Teilnehmer:

(2) SirWolf00 - Korrash der Verdorbene - Dragonborn - Paladin 2
(1) Staubking - Bertus Hartspeer - Mensch - Wizard 2
(1) Don_Delion - Don - Zwerg - Paladin 1
(1) Bramymond - Howl Truesilver - Human (PhB 2024) - Sorcerer 1

Loot:

600gp
1x Potion of Healing (2d4+2)
1x Holy Water
1x Alchemist's Fire
Spell Scrolls: Comprehend Languages, False Life

Charakter Changes:

Level up - Sorcerer: Draconic Sorcery Level 3
Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from the “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more when at Sorcerer level 10 and two more at Sorcerer level 17.
Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Draconic Spells
Sorcerer Level Spells
3rd Alter Self, Chromatic Orb, Command, Dragon's Breath
5th Fear, Fly
7th Arcane Eye, Charm Monster
9th Legend Lore, Summon Dragon

2024-10-28 18:30 FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies 37.3 10 Insignia of Claws Show

Teilnehmer:

(3) Marcelinho700 - Lucis - Tiefling - Shadow Magic Sorcerer 3 - 120ft Darkvision
(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(3)Kiri - Justin "Justiciar" Ambershield - Human - Light Cleric 3
(2) Zitzus - Tazith Flammenhand - Dragonborn - Monk 2

Loot:

150gp
1x Oil of Slipperiness
Insignia of Claws
Wondrous Item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Story Award:

Sugar-Rush. You gain a one-time use of Sugar Rush from remembering the candy-filled events of this adventure. When playing in a FR-DC-WATERDEEP adventure, you can take one additional action on your turn. Remove this Story Award after you have claimed your single use of Sugar Rush.
Waterdhavian Contact. The successful conclusion of your contract with the Cheesemongers’ Association granted you one favor to be fulfilled by the guild during any other adventures in the FR-DC-WATERDEEP series. This favor may be used in any of the following ways:
- As a means of funding within the city (up to 350 gp will be paid by the guild instead of by the character; this limit does not increase even if other characters use their Story Awards in the same adventure)
- As a positive character witness (only for your particular character)
- As a source of information (the guild will answer a query relevant to the ongoings of Waterdeep to the best of their ability)
Remove this Story Award once the favor has been used.

2025-12-20 17:30 FR-DC-CHROME THE CHROMI CONCLAVE 100 10 Heart of the Wyrm (Orb of Direction), Enchanted Silver Dragon Scale (Periapt of Wound Closure) Show

Teilnehmer:

(3) Bramymond - Howl Truesilver - Human (PhB 2024) Sorcerer: Draconic Sorcery 3
(4) Sparetime Gamer - Clouded Peak - Shadar Kai - Shadow Monk 3 Rogue 1
(4) Manfred Hase - Krack - Kenku - Assassin 4 - Zhents
(3) TimoL - Jennifer Fortescue - Aasimar (2024) - Fighter 3
(4) Arikatzi020 - Yoake - Aasimar - Cleric 1, Circel of Wildfire Druid 3lvl - none

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.

2025-12-29 22:00 DDAL-00-05 Winter's Splendor -16.9 10 Show

Teilnehmer:
(4) Bramymond - Howl Truesilver - Human - Sorcerer: Draconic Sorcery 4
(4) JinxedBear - Vespera Vellum - Tiefling - Knowledge Domain Cleric 4 - Diabolical Court
(1) Lukas- Lukas - Dwarf- Fighter- none
(4) PeteZero - Bokx Bunny - Harengon - Monk (Warrior of the Elements) - Witchlight Carnival
(4) Karrakasz - Zoldan - Aasimar - Divine Soul Sorcerer - Lord's Alliance


Loot:
500gp (83,3gp/Person)
Trinket: Boreal Ocarina (shaped like a curled winter bird) -100gp
Trinket: Knotted Yarn Rings (thick yarn twisted and knotted into rings, popular with children and travelers) -2sp
Pet: Owlbear Cub (grows up when Owlbears can be recruited through a bastion) 50 Festival Tokens
Magic Items: Bell of Silent Carols (Horn of Silent Alarm, Wondrous Item, common)
Boots of the Winterlands — Waterdeep Provenance (wondrous Item, uncommon, requires attunement)
"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."
"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."
"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."


Story Awards:
Waterdeep City Watch Contact. Assuming respectful and appropriate conduct, the characters have earned Respect of the City Watch, which allows them each one check at Advantage on one check to avoid penalty when caught committing a crime that doesn’t involve murder, theft, or assault.
If anyone attempted to intimidate one or both of the Cassalanter children or otherwise conducted themselves in a manner that would be considered disrespectful, they gain Scorn of the City Watch, with gives that character Disadvantage on their next check to avoid punishment from the City Watch.
A Gift of Golden Wings. "Characters who gain this story award receive a minor blessing from Milil in form of a golden Tattoo which covers their dominant arm. The tattoo takes the form of golden lines of a sacred holy song long forgotten by mortal bards."
Singing or reciting the lyrics to Golden Wings takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial gold pseudodragon to serve as their familiar. This creature is lawful good and abandons the character if they ever willingly harm a celestial.


Trillwing, the Gilded Pseudodragon
Minor Celestial Familiar of Milil, Lord of Song
Appearance
Trillwing is a small pseudodragon no longer than a housecat, its scales a warm, lustrous gold like polished brass under candlelight. Fine filigree-like patterns trace its wings, resembling musical notation when viewed closely. Its eyes shimmer opalescent white, as if reflecting unseen stage lights, and its tail barb glows faintly when it hums. When Trillwing flies, the air seems to ripple with soft chimes, like distant harp strings brushed by the wind.
Nature & Personality
Trillwing is playful, curious, and deeply emotional. It reacts strongly to music—purring at well-played melodies, bristling at discordant noise, and shedding tiny motes of golden light when truly moved. Though gentle, it is not timid; it will boldly interpose itself between cruelty and beauty, especially when art or performers are threatened.
It has a habit of tapping its tail in time with songs, correcting rhythm with tiny coughs or trills, and occasionally harmonizing in a clear, bell-like tone.
Celestial Origin
Trillwing is a minor celestial, created from a fragment of Milil’s divine chorus—specifically, the echo of a perfect performance once offered in devotion. Though bound as a familiar, it is not a mere construct; it understands reverence, inspiration, and the sacred role of art.
Trillwing subtly encourages its master toward:
1. Preserving lore, songs, and stories
2. Performing with sincerity rather than ego
3. Using beauty to soothe, inspire, or unite