Adventure Logsheet
Race: (Tasha's Customizing Origin) Ghostwise Halfling Alignment: Neutral Good Size: Small Speed: 25 Language: Common, Halfling, Druidic Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave. You have advantage on saving throws against being frightened. Nimble. You can move through the space of any creature that is of a size larger than yours. Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. ... Ability Scores: Str: 8 Dex: 13 (+1) Con: 15 Int: 12 Wis: 15 (+2) Cha: 8 AL - Level 1 Feat: Magic Initiate or Tough or Skilled (Intimidation, Persuasion, Stealth) Class: Druid: Circle of the Moon Spellcasting. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Equipment: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer's pack and a druidic focus Background: Outlander Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Skill Proficiencies: Perception, Survival Tool Proficiencies: One type of musical instrument - Flute Languages: One of your choice - Primordial Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
Teilnehmer: Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid - 1 Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter - 4 FlyPower - Faenys - Tiefling - Druid - 1 Folk2K - Sil - V.Human - Artificer - 3 Marco M. - Dunkelstreif - Tabaxi - Bard - 3 Loot: 80 gp ... Ilmater’s Bleeding Heart (Periapt of Wound Closure) Tier 1, Table F Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. This item is found in the Dungeon Master’s Guide. ... Downtime Activity: It’s a Princess Cut. Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same. Character changes: Level up - Druid level 2 Wildshape, Circle of the Moon (Forest Template)
Teilnehmer: (2) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druide, Zirkel des Mondes - lvl 2 (4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 (4) Christian K. - Amartola - Half Elf - Arteficer 4 (4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none (1) Madlolaz - Fridolin - Human- Fighter- none Loot: 53 gp ... Sentinel Shield Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. ... Potion of Necrotic Resistance Potion, uncommon When you drink this potion, you gain resistance to necrotic damage for 1 hour. Character changes: Level up - Druid level 3
Teilnehmer: (4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 - Lord's Alliance (3) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid, Circle of the Moon- Lvl 3 - Emerald Enclave (4) Maluku Seito - Mug Beerhammer - Dwarf - Order Cleric 4 (4)Arikatzi020 - Far Howling - Shifter - Path of the Ancestral Babarian - none (4) - Claudia- Inaphina - Ranger - 4 - none (2) Yaidz - Kendrick - V Human - Artificer 2 Loot: 83 gp ... Ring of Swimming uncommon tier 1 This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger. A description of this item can be found in Player Handout 1. Charakter Changes: Level up - Druid level 4 Wild Shape Improvement, Bonus Cantrip, ASI - Feat: Skill Expert (WIS+1) Source: Tasha's Cauldron of Everything You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. (Athletics) Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)
Teilnehmer: (4) Ineverexist - Jarro Greyward - Kenku - Wizard 4 Necromancer - none (4) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid, Circle of the Moon - 4 - Emerald Enclave (4) JinxedBear - Aslan Goldmane - Tabaxi - Path of the Beast Barbarian 4 - Order of the Gauntlet (3) FlyPower - Faenys - Tiefling - Druid, Circle of the Land - 3 - none (4) Maluku Seito - Mug Beerhammer - Dwarf - Order Cleric 4 - none Loot: 70gp, -4gp (purchase: Desert Clothing for discount) ... 1x Potion of Hill-Giant Strength When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. ... Bracers of Archery Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. ... Story Award: Friend on the Black Road You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free. Charakter Changes: Level up - Druid Level 5 Emerald Enclave - Rank up: Summerstrider (rank 2)
Teilnehmer: (6) Arikatzi020 - Ssakiel - Yuan-ti - College Of Eloquence Bard 6 - none (5) happy - Zhartus - Tiefling - Warlock (Celestial Patron) 5 - none (5) Bramymond - Aster Grünzweig - Ghostwise Halfling - Circle of the Moon Druid - Level 5 - Emerald Enclave (5) Marco M. - Sishu - Yuan Ti - Warlock 5 - none (6) C0ldW0lf - Gracie Stafford - Sea Elf - Paladin 6 (5) Frühling - Teddor - Bugbear - Barbarian 5 - none Loot: 600gp ... Mace of Smiting Weapon (mace), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears. Charakter Changes: Level up - Druid Level 6 Primal Strikes
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Gilded Acorn worth 200gp (Summon Beast - spell component) ... Diamonds and a Spell Scroll worth 600gp (Revivify component) ... Herbalism kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing. (worth 5gp)
Teilnehmer: (6) Bramymond - Aster Grünzweig - Ghostwise Halfling - Circle of the Moon Druid - Level 6 - Emerald Enclave (9) Nils D. - Eghan Lathalas - Variant Human - Battlemaster Fighter 9 - none (10) Raimundo_O - Murmel- Dragonborn- Paladin 6 Sorcerer 4 - Lord's Alliance (10) Trava - Iriana Nox - Half Elf - Artificer 10 Loot: 856 gp ... Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the Telekinesis spell at will, but you can target only Objects that aren’t being worn or carried. Charakter Changes: Level up - Druid Level 7
Teilnehmer: (7) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid - Level 7 - Emerald Enclave (7) Arikatzi020 - Ssakiel - Yuan-ti - College Of Eloquence Bard 7 - none (7) thebaconing - Rob'Heem - Goblin - Ranger 7 Loot: 550gp ... Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. ... Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. ... Serpent's Fang Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. ... Serpent Scale Armor Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. ... Story Award: Grateful Grippli Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library. In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on. Charakter Changes: Level up - Druid Level 8 ASI - Wisdom (WIS+2)
Teilnehmer: (8)thebaconing - Jhank Korth - Lizardfolk - Cleric 8 (6) Ineverexist - Sheila Elacs - TCL Awakened Cobra - Fighter Battle Master 6 - none (8) JinxedBear - Sylvie Brightscale - Astral Elf - Oath of the Crown Paladin 5, College of Whisper Bard 3 - Harpers (8) Bramymond - Aster Grünzweig - Ghostwise Halfling - Moon Druid 8 - Emerald Enclave (7) happy - Zhartus - Tiefling - Warlock (Celestial Patron) 7 - none Loot: 280gp ... Iron Bands of Bilarro Wondrous item, rare, Table G This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands. Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more. A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. Charakter Changes: Level Up - Druid level 9
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Reward: Price: 20 hours ..... Staff of the Woodlands Staff, rare (requires attunement by a Druid) 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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Animal Friendship (1 charge) Awaken (5 charges) Barkskin (2 charges) Locate Animals or Plants (2 charges) Speak with Animals (1 charge) Speak with Plants (3 charges) Wall of Thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. Notes: Bonus: Spell Attacks, Bonus: Magic, Druid, Creation, Control, Communication, Detection, Warding ..... +2.500 gp +1 Level Charakter Changes: Level Up - Druid level 10 Elemental Wild Shape
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Crystal Ball worth 1000gp (Scrying component) Herbs, oil and incense worth 1000gp (Reincarnate component)
Teilnehmer: (9) Bramymond - Aster - Ghostwise Halfling - Moon Druid 9 - Emerald Enclave (8) thebaconing - Jhank Korth - Lizardfolk - Cleric 8 (7) Folk2K - Guttrr - Halbork - Babar 7 - none (9) Nils D. - Hadar Wolfspelz - Half-Orc - Zealot Barbarian 9 - none (10) Arikatzi020 - Neve Elura - TCL - Beastmaster Ranger lvl 10 - none Loot: Horn of Valhalla (Silver) Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar. This item can be found in the Dungeon Master’s Guide. Adventure Result: TPK vs "Beast of Malar"
Teilnehmer: (10) Bramymond - Aster Grünzweig - Moon Druid 10 - Emerald Enclave (8) Maluku Seito - Ka’Norra - Tiefling - Bard 8 - Lords Alliance (10) C0ldW0lf - Leonidas - Custom Lineage (Halb-Aasimar) - Paladin 6/Sorcerer 4 (8) Arikatzi020 - Ssakiel - Yuan-ti - College Of Eloquence Bard 8 - none (10) Folk2K - Varis -Eladrin - Rouge5 Fighter5 - none (10) Alvar -Whisker-Tabaxi-rouge Stufe-10-none Loot: Teil 1: 700gp Ring of Fire Resistance Ring, rare (requires attunement) You have resistance to fire damage while wearing this garnet ring. Notes: Resistance: Fire, Warding, Jewelry ... Teil 2: 800gp Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. Consumables expended: 1x Potion of Necrotic Resistance
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Buying: 1x Spell Scroll of Greater Restoration (1100gp) 2x Potion of Superior Healing (8d4+8) (1000gp) 1x Spell Scroll Aura of Vitality (300gp) 2x Spell Scroll Conjure Animals (600gp)
Teilnehmer: Cy'lixx [C0ldW0lf]: Level 10 Aster Grünzweig (Bramymond): 10 lvl Moon Druide Gor "Gator" Rok (Ineverexist): 8 lvl Barbarian Meryl Brumblewynn (TimoL) : 9 Paladin Orianna (Sofgam): lvl 6 Socerer Neve Elura (Arikatzi020): 10 lvl Beast Master Ranger Loot: 59gp ... 1x Elixir of Health 1x Potion of Herosim 1x Potion of Mind Control (Beast) ... Mariner’s Armor Armor (studded leather), uncommon Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. ... Amulet of Health Wondrous item, rare (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. Legacy Story Award: Bond of Fellowship:You encountered three Harper agents during your time in Isolation (Amri Thistlebrick, Salros Eventide, Tua) Redspear’s Ring: Northlander captain Carys Redspear has given you one of her arm rings, which her crew will recognize should you ever cross paths. Consumables expended: Rare oils, herbs and incense worth 1,000 gp (Reincarnate) - NPC
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Gilded Flower worth 300 gp (Summon Fey component) Dragon Statuette worth 500 gp (Summon Draconic Spirit & Draconic Transformation component)
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Sasagan Sunguard [https://www.adventurersleaguelog.com/users/42275/characters/103372] Bracers of Archery > Sending Stones
Teilnehmer: (10)Arikatzi020 - Neve Elura - TCL - Beastmaster Ranger lvl 10 (10) C0ldW0lf - Cy'lixx - Shadar-Kai - Fighter 6/Ranger 4 (10) Christian K. - Godfrey - Orc - Wizard 10 (10) Bramymond - Aster - Ghostwise Halfling - Circle of the Moon Druid lvl 10 - Emerald Enclave (10) thebaconing - Jimmy Plane - Yuan Ti - Bard 10 Loot: 250gp ... Moon Sickle +1 Source: Tasha's Cauldron of Everything Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Ring of X-ray Vision Ring, rare (requires attunement) This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.” While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Amulet of the Devout +2 Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. Mantle of Spell Resistance Wondrous Item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. Notes: Advantage: Saving Throws, Warding, Outerwear Story Award: Wanted by the Waterdeep Watch. You were caught breaking the law in Waterdeep and didn’t serve out your sentence. Perhaps something more urgent came up or the ruling was unjust, maybe imprisonment just isn’t your style. Regardless, the Waterdeep City Watch is looking for you. Life in the City of Splendors has gotten harder for you. [Ein Barde, ein Ranger und ein Druide kommen in einen Laden.] * 10 Jahre Verbannung aus Waterdeep ... Jimmy, Neve und Aster stehen vor den Toren der Stadt. "Was genau war an "Verzauberungen von Personen ist strengstens untersagt" nicht zu verstehen?", fragt Neve Jimmy noch gequält von ihrer Auspeitschung. "Naja, man hätte ihn vielleicht auch nicht entzaubern sollen", schaut dieser zu Aster, der sich ebenfalls vor Schmerzen krümmt. "Also, ich glaube das hätte letztenendes nichts geändert, außer dass wir zwei vielleicht wenigstens straffrei davongekommen wären, hätten wir nicht falsche Papiere dabei gehabt.", meint Aster. Cy'lixx unterdessen, wartet einfach stummt vorm Eingang zur Kanalisation, um die Gefährten zurück in die Stadt zu führen. Ihre Hand weicht ihr dabei nicht vom Gesicht, einfach nur sprachlos.
Teilnehmer: (10) Bramymond - Aster - Ghostwise Halfling - Circle of the Moon Druid lvl 10 - Emerald Enclave (9) TimoL - Niamh Fortescue - Aasimar - Paladin 3 / Warlock 6 - Harpers (5) Yaidz - Blaze Cindercoal - Custom Lineage - Drakewarden Ranger 5 mit Lady Giggles (7) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster 7 (5) Sorcex - Luthos - Tasha's Custom Lineage - Divine Soul Sorcerer lvl 5 Loot: 22.600 gp Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Mind Reading Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. Spell Scroll of Fear Spell Scroll of Hold Person Spell Scroll Minor Elementals Spell Scroll Dispell Magic Spell Scroll Magic Mouth Quest Objective: Whelm Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Teilnehmer: (10) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 10 - Emerald Enclave (9) TimoL - Niamh Fortescue - Aasimar - Paladin 3 / Warlock 6 - Harpers (6) Yaidz - Blaze Cindercoal - Custom Lineage - Drakewarden Ranger 6 mit Lady Giggles (7) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster 7 (6) Sorcex - Luthos - Tasha's Custom Lineage - Divine Soul Sorcerer lvl 6 Loot: 14.335gp Chain shirt+1 Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Spellbook: * 1st Level: Magic Missile, shield, thunderwave * 2nd Level: mirror image, web * 3rd Level: displel magic, fear, stinking cloud Goggles of Night Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. 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. Quest Objective: Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. Consumables expended: 1x Spell Scroll: Aura of Vitality
Teilnehmer: (10) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 10 - Emerald Enclave (9) TimoL - Niamh Fortescue - Aasimar - Paladin 3 / Warlock 6 - Harpers (8) Yaidz - Blaze Cindercoal - Custom Lineage - Drakewarden Ranger 8 mit Lady Giggles (7) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster 7 (6) Sorcex - Luthos - Tasha's Custom Lineage - Divine Soul Sorcerer lvl 6 Loot: 26.600gp 1x Potion of Greater Healing (4d4+4) Spell Scroll: Protection from Fiends Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it) Armor of Vulnerability Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts. 2x Spell Scroll of Revivify 2x Spell Scroll of Greater Restoration 1x Spell Scroll auf Raise Dead Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk), Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon. Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions. (!) You gain a permanent +1 bonus to AC and saving throws. Quest Objective: Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. Consumables expended: 1x Superior Healing Potion (8d4+8)
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Reward: Price: 30 hours Tome of Understanding Wondrous item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +10.000 gp
Charakter Changes: Level up - Druid level 16 Wild Shape Improvement (CR5) ASI - Feat 12th Level: Resilient (Constitution) Source: Player's Handbook Choose one ability score. You gain the following benefits: * Increase the chosen ability score by 1, to a maximum of 20. * You gain proficiency in saving throws using the chosen ability. ASI - Feat 16th Level:Mobile Source: Player's Handbook You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
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Buying: 5x Diamonds worth 300gp each (Revivify component) 10x Diamond Dust worth 100gp each (Greater Restoration component) 2x Rare oils and unguents worth 1000gp (Reincarnate component) 1x Agate worth 1000gp (Awaken component) 1x Mercury, Phosphorus, and Powdered Diamond & Opal worth 1000gp (Symbol component) 5x Holy Water and Incense worth 125gp total 10x Gem encrusted Bowl worth 1000gp each (Heroes' Feast component) 25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard] 1x Sprig of Mistletoe, harvested with a Golden Sickle under the Full Moon worth 1gp (Druid Grove component)
Teilnehmer: (16) C0ldW0lf - Oleander Dazzleflame - Fairy - Bladesinger 16 (16) Maluku Seito - Prof. Dr. Faust md. - Half-Elf - Mercy Monk 16 - None (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (11) KaNarlist - Borim Deeprock - Dwarf Fighter 11 - LA (16) Folk2K - Mashon - Dragonborn - Paladin 16- none Loot: 11350gp ... 1x Potion of Growth When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. ... 1x Spell Scroll (Speak with Dead) 1x Spell Scroll (Longstrider) ... 1x Splint Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. ... Animated Shield Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ... Ring of Acid Resistance Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. ... Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. ... Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. ... Wand of Polymorph Wand, very rare (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 polymorph 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. ... Staff of Withering Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. ... Longbow +2 Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. ... Spell Scroll of Wish Scroll, legendary Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Story Award: Charm of the Mirage. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Consumables expended: 1x Gem encrusted Bowl worth 1000gp (Heroes' Feast component) 1x Spell Scroll of Greater Restoration
Teilnehmer: (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (15) Jannis D. - Kaiser Soße - Human - Warlock (Genie) 15 (16) C0ldW0lf - Oleander Dazzleflame - Fairy - Bladesinger 16 (16) Eisenbrei - Amara "The Tiger" - Woodelf - Monk, Way of Astral Self 14, Warlock, Hexblade 2 - None (16) Raimundo_O - Murmel - Topaz Dragonborn - Oath of Conquest Paladin 7 - Aberrant Mind Sorcerer 9 - Lord's Alliance Loot: 25.000gp 1x Potion of Superior Healing (8d4+8) Staff of the Woodlands Staff, rare (requires attunement by a Druid) 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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: * animal friendship (1 charge) * awaken (5 charges) * barkskin (2 charges) * locate animals or plants (2 charges) * speak with animals (1 charge) * speak with plants (3 charges) * wall of thorns (6 charges) You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding Consumables expended: 1x Gem encrusted Bowl worth 1000gp (Heroes' Feast component) 1x Potion of Superior Healing (8d4+8) 1x Spell Scroll: Revivify (includes Diamonds), returned from the recipient 1x Charge: Necklace of Prayer Beads - Greater Restoration, recharged Charakter-Tode: (15) Jannis D. - Kaiser Soße - Human - Warlock (Genie) 15; revived
Teilnehmer: (16) Trava - Blair Everwing - Aasimar - Paladin 7 Sorcerer 9 (16) Maluku Seito - Sinadr'el - Wood Elf - Scount 13/Champion 3 - None (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (16) Nemo - Elyra Imita - Tiefling - Paladin 8/Monk 8 (16) Folk2K - Kendrik - Fire Genasi - Wizard 15/Cleric 1 - none Loot: 10.000 gp 1x Potion of Flying 1x Potion of Fire Giant Strength 1x Quaal's Feather Token (Tree) Wondrous Item, rare, consumable This tiny object looks like a feather. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. ... Theldin’s Favor Theldin allows the character to select ANY rare armor or weapon from an AL legal source and is an item that's legal for that character's campaign. All relevant AL guidance relating to the legality of an item applies (Player's Guide, FAQ, etc). ... Ring of Acid Resistance Ring, rare (requires attunement) You have resistance to acid damage while wearing this pearl ring. Notes: Resistance: Acid, Warding, Jewelry
Teilnehmer: (14) Brennjie - Equilius - Human - Monk Way of Mercy 14 - none (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (16) Nemo - Elyra Imita - Tiefling - Monk 8/Paladin 8 (16) C0ldW0lf - Corellius - Winged Tiefling - Sorcerer 10/Paladin 6 (16) Trava - Uzhara Nox - Woodelf - Rogue 3 Ranger 4 Fighter 8, Cleric 1 - Zentharim Loot: 8.110gp 2x Potion of Superior Healing (8d4+8) ... Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. ... Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. ... Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. ... Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. ... Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. ... Crystal Ball of True Seeing Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. ... Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Teilnehmer: (16) Maluku Seito - Prof. Dr. Faust md. - Half-Elf - Mercy Monk 16 - Redemption Hook (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave - Redemption Hook (16) KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / Fighter 2 (16) - Lord's Alliance - Redemption Hook (16) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 16 - Emerald Enclave / Golden Vault (16) JinxedBear - Va'Ashal - Githyanki - Bladesinging Wizard 7, Arcane Trickster Rogue 9 - Harpers / Golden Vault Loot: 48.730 1x Potion of Fire Resistance ... Rope of Entanglement Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Brazier of Commanding Fire Elementals Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Instrument of the Bards (Cli Lyre) Wondrous item, rare (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. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall ... Blessing of Understanding. Your Wisdom score increases by 2, as does your maximum for that score. Consumables expended: 1x Gem encrusted Bowl worth 1000gp (Heroes' Feast component) Charakter Changes: Level up - Druid level 17
Charakter Changes: Level up - Druid level 20 Wild Shape Improvement (CR6) Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. ASI - Feat 19th Level: Sentinel Source: Player's Handbook You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. * Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. * When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Archdruid At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
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Will Solace [https://www.adventurersleaguelog.com/users/41558/characters/105581] Bronze Griffon Figurine of Wondrous Power > Bracers of Defense Giving: Bronze Griffon Figurine of Wondrous Power Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Receiving: 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. Notes: Bonus: Unarmored Armor Class, Warding, Wristwear
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Fin Cinderflower [https://www.adventurersleaguelog.com/users/42333/characters/103487] Watchful Helm > Barrier Tattoo (very rare) Giving: Watchful Helm Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Receiving: Barrier Tattoo Wondrous item (tattoo), rarity varies (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit. Rarity - AC Very Rare - 18
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Buying: 1x Jade Circlet, worth at least 1,500 gp (Shapechange) 2x Potion of Superior Healing (8d4+8), worth 1000gp each 3x Potion of Supreme Healing (10d4+20) worth 5000gp each
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave (17) - Stephan - Quarion - Halfelf - Warlock (The celestial) 17 - none (20) Raimundo_O - Grimbash - Half-Orc - Path of the Zealot Barbarian 20 - none (18) KaNarlist - Damodar Silverfist - Aasimar Paladin 11 / Fighter 7 (18) - OotG (20) Echo - Ace - Custom Lineage - Artificer Artillerist 20 - None Loot: 100.000gp 1x Elixir of Health 1x Oil of Sharpness 1x Potion of Heroism Tome of the Stilled Tongue Wondrous item, major tier, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. Consumables expended: 1x Spell Scroll: Revivify (+Diamond) 1x Potion of Supreme Healing (10d4+20) Charakter Changes: Shapechange - Ancient Brass Dragon seen
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave (20) Marcelinho700 - Leo - Wood Elf - Assassin Rogue 12 / Gloomstalker Ranger 8 - 90ft Darkvision - none (20) Linus K. - Alarion - Half Elf - Draconic Sorcerer 20 - none (20) Echo - Ace - Custom Lineage - Artificer Artillerist 20 - None (19) Morti16 - Hjolmir Platin - Hill Dwarf - Barbarian 18 Morti16 - Bevar Isenfaust - Hill Dwarf - Cleric 16 / Rogue 1 / Wizard 2 - Harpers Loot: 100.000gp 1x Potion of Storm Giant Strength Oathbow Weapon (longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in Infernal, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot. Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: • You have advantage on saving throws against spells. • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. This particular medallion is made of coral and shaped like a crab. It hangs on a kelp necklace. Story Award: Knight of the Giant Queen. You have sworn allegiance to Serissa, the storm giant queen, and have joined her court at Maelstrom. The vow you have sworn to her supersedes all other oaths. Charakter Changes: Shapechange - Pit Fiend & Leviathan seen
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Reward: Price: 5 hours ... 250gp Insignia of Claws Source: Tyranny of Dragons 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.
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Sir Nemos Ladis [https://www.adventurersleaguelog.com/users/75992/characters/163268] Dwarven Plate > Wraps of Unarmed Power, +3 (very rare) Giving: Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Receiving: Wraps of Unarmed Power +3 Wondrous Item, Very Rare While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave 20) Manfred Hase - Quiel'Trenryth Shad'Nathyn - Shadar-kai - Phantom Rogue 20 (20) C0ldW0lf - Corellius - Aasimar/Tiefling (CL) - Vengeance Paladin 6/DS Sorcerer 14 (20) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 8 / Aberrant Mind Sorcerer 12 - Lord's Alliance Loot: 100.000gp ... Platinum Scarf Wondrous item, legendary (requires attunement) This scarf is made of sturdy cloth and covered in platinum-colored scales. As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects: Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points. Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage. Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons. Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute. This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so. Blessing of Magic Resistance Supernatural Gift (Blessing) You have Advantage on saving throws against spells and other magical effects. This blessing was granted by either the Solar Azriel or the Devil Calizus Nox. Depending on from which source it comes the recipient is protected by either heavenly or hellish powers. Story Awards: Heaven's Blessing. You declined Calizus Nox offer to make a contract and pleased the Solar Azriel with your honorable deeds. He grants you his personal blessing and swears to you that he will support you in your quest to find the wishing well. With this decision you made yourself quite the target for a certain devil and that can never be good. But you made your choice. Friend of Faunel. With the choice to go against the great modron crusade you protected Faunel and its inhabitants. Your deeds are known throughout the beastlands and inhabitants from there regard you with great respect as fellow hunters and wild hearts. The choices you made this day might have unforseen consequences in the future. The forgotten Giant. Long forgotten and created by Ubtao this gigantic colossus guarded the gate of desire which lead to one of the first keystones needed to find the wishing well. Since you managed to peacefully pass the test of the colossus it lost it's purpose and thus gave you a spark of its essence. With this story award you are able to summon the spectral form of the colossus once in time of great need for three combat rounds. Afterwards the essence wanes and fades into oblivion. (This story award can only be used once by one player in each PS-DC-TWW adventure.) Charakter Changes: Shapechange: Planetar, 3x Animal Lords (Forager, Hunter, Sage) , Gulthias Blight, 5x Abishai (all colors)
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave (20) JinxedBear - Ryumon Hozukimaru - Human - Warrior of the Open Hand Monk 20 - Harpers (20) Echo - Libra - Tasha's Custom Lineage - Clockwork Sorcery Sorcerer 20 - Cosmos (20) FredericT. - Glorindal - High Elf - Bladesinger Wizard 20 (20) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 8 / Aberrant Mind Sorcerer 12 - Lord's Alliance Loot: Plate Armor +3 Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. Ruby of the War Mage Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Multiversal Champion Titel (Boon of High Magic) You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure. Story Award: Multiversal Champion. You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt. Wishes: Djinni casted 3x Wish, from Libra's [adventurersleaguelog] Ring of Djinni Summoning. Resistance to Bludgeoning, Piercing and Slashing damage. Consuables expendend: 3x gem-encrusted bowl worth at least 1,000 gp (Heroe's Feast)
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave (20) Echo - Master Oogwhey - Custom Lineage - Monk: Warrior of the Open Hand 20 (20) C0ldw0lf - Faelyn - Shadar kai - Cleric: Arcana Domain 20 (20) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 8 / Aberrant Mind Sorcerer 12 - Lord's Alliance Loot: 25.000gp Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space. Consumables expended: 2x Spell Scroll: Revivify
Teilnehmer: (20) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 20 - Emerald Enclave (20) JinxedBear - Ryumon Hozukimaru - Human - Warrior of the Open Hand Monk 20 - Harpers (20) C0ldw0lf - Faelyn - Shadar kai - Cleric: Arcana Domain 20 (20) Raimundo_O - Murmel - Crystal Dragonborn - Conquest Paladin 8 / Aberrant Mind Sorcerer 12 - Lord's Alliance (20) Frederic T. - Faruc - Half Orc - Paladin: Oath of the Watchers 20 - Order of the Gauntlet Loot: 33.000gp 1x Spell Scroll: Greater Restoration Staff of the Magi Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. 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 × 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. Story Award: Atropal in a Cage. You have a portion of an atropal safely stored in an opal amulet. Consumables expended: 1x gem-encrusted bowl worth at least 1,000 gp (Heroe's Feast)