Aster Grünzweig

Season:
Forgotten Realms
Race:
Ghostwise Halfling
Class:
Druid: Circle of the Moon
Background:
Outlander
Lifestyle:
Modest
Current Level:
20
Total GP:
99101
Total Downtime:
170
Tag:
DDAL
Faction:
Emerald Enclave
Faction Rank:
Winterstalker (rank 4)
Magic Item Count:
12
Magic Item Limit:
10
Sentinel Shield,
Staff of the Woodlands,
Necklace of Prayer Beads,
Tome of Understanding,
Barrier Tattoo,
Blessing of Understanding,
Blessing of Protection,
Bracers of Defense,
Wraps of Unarmed Power, +3,
Insignia of Claws,
Platinum Scarf,
Blessing of Magic Resistance,
Staff of the Magi,
Boon of High Magic

Log Entries

Date Played Adventure Title ▲ Session Levels GP Downtime Magic Items
2022-11-21 18:00 CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack 1 1 80 10 Ilmater’s Bleeding Heart Show

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)

2024-07-29 20:00 CCC-GHC-BK3-09 A Convergence of Gods 20000 10 Tome of the Stilled Tongue Show

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

2023-03-28 19:30 CCC-TRI-05 The Hunt for Malar 0 0 Horn of Valhalla Show

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"

2022-11-21 16:45 Character Creation 10 Bag of Holding Show

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

2022-11-26 18:00 DDAL05-02 The Black Road 1 1 66 10 Bracers of Archery Show

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)

2022-11-25 18:00 DDAL05-06 Beneath the Fetid Chelimer 1 1 83 10 Ring of Swimming Show

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)

2025-03-18 19:30 DDAL05-18 The Mysterious Isle 10 Robe of Stars Show

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

2025-04-29 19:00 DDAL07-17 Cauldron of Sapphire 2 6600 20 Staff of the Magi Show

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)

2022-12-05 18:30 DDAL08-07 - Into the Dark 1 1 600 10 Mace of Smiting Show

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

2023-04-07 18:00 DDAL08-08 & DDAL08-09 1500 20 Ring of Fire Resistance, Wand of Lightning Bolt Show

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

2023-01-31 19:30 DDAL-DRW-01 Breaking Umberlee's Resolve 1 280 10 Iron Bands of Bilarro Show

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

2024-08-01 20:00 DDAL-DRW08 The Harrowing of Hell 2 25000 10 Oathbow, Scarab of Protection Show

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

2023-04-16 19:30 DDAL-DRW09 Vile Bounty 59 10 Mariner’s Armor, Amulet of Health Show

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

2023-04-29 21:00 DDAL-DRW10 & DDAL-DRW11 2 250 20 Ring of X-ray Vision, Moon Sickle, Amulet of the Devout, Mantle of Spell Resistance Show

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.

2022-11-22 18:00 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 1 53 10 Sentinel Shield Show

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

2023-06-16 19:00 DDHC-CM Alkazaar's Appendix 2270 10 Longbow +2, Splint Mithral Armor, Animated Shield, Ring of Acid Resistance, Horn of Blasting, Wand of Polymorph, Staff of Withering, Spell Scroll of Wish, Dwarven Plate Show

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

2023-01-15 18:30 DDHC-CM Book of Cylinders 1 550 10 Serpent Scale Armor, Lantern of Revealing, Chime of Opening, Serpent's Fang Show

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)

2022-12-07 19:30 DDHC-CM: Candlekeep Mysteries - Kandlekeep Dekonstruktion 1 856 10 Ring of Telekinesis Show

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

2023-12-23 19:30 DDHC-CM The Canopic Being 1622 10 Sun Blade, Hat of Disguise, Ring of Spell Storing, Watchful Helm, Staff of Fate, Crystal Ball of True Seeing, Eyes of Minute Seeing Show

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.

2023-07-20 19:00 DDHC-CM Xanthoria 5000 10 Staff of the Woodlands Show

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

Date Played Adventure Title ▲ Tier Session ACP TCP Downtime Renown
2022-11-21 18:00 CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack 1 10 Show

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)

2024-07-29 20:00 CCC-GHC-BK3-09 A Convergence of Gods 10 Show

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

2023-03-28 19:30 CCC-TRI-05 The Hunt for Malar 0 Show

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"

2022-11-21 16:45 Character Creation Show

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

2022-11-26 18:00 DDAL05-02 The Black Road 1 10 Show

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)

2022-11-25 18:00 DDAL05-06 Beneath the Fetid Chelimer 1 10 Show

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)

2025-03-18 19:30 DDAL05-18 The Mysterious Isle 10 Show

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

2025-04-29 19:00 DDAL07-17 Cauldron of Sapphire 2 20 Show

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)

2022-12-05 18:30 DDAL08-07 - Into the Dark 1 10 Show

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

2023-04-07 18:00 DDAL08-08 & DDAL08-09 20 Show

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

2023-01-31 19:30 DDAL-DRW-01 Breaking Umberlee's Resolve 10 Show

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

2024-08-01 20:00 DDAL-DRW08 The Harrowing of Hell 2 10 Show

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

2023-04-16 19:30 DDAL-DRW09 Vile Bounty 10 Show

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

2023-04-29 21:00 DDAL-DRW10 & DDAL-DRW11 2 20 Show

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.

2022-11-22 18:00 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 10 Show

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

2023-06-16 19:00 DDHC-CM Alkazaar's Appendix 10 Show

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

2023-01-15 18:30 DDHC-CM Book of Cylinders 10 Show

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)

2022-12-07 19:30 DDHC-CM: Candlekeep Mysteries - Kandlekeep Dekonstruktion 10 Show

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

2023-12-23 19:30 DDHC-CM The Canopic Being 10 Show

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.

2023-07-20 19:00 DDHC-CM Xanthoria 10 Show

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

Date Played Adventure Title ▲ Session XP GP Downtime Renown Magic Items
2022-11-21 18:00 CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack 1 80 10 Ilmater’s Bleeding Heart Show

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)

2024-07-29 20:00 CCC-GHC-BK3-09 A Convergence of Gods 20000 10 Tome of the Stilled Tongue Show

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

2023-03-28 19:30 CCC-TRI-05 The Hunt for Malar 0 Horn of Valhalla Show

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"

2022-11-21 16:45 Character Creation 10 Bag of Holding Show

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

2022-11-26 18:00 DDAL05-02 The Black Road 1 66 10 Bracers of Archery Show

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)

2022-11-25 18:00 DDAL05-06 Beneath the Fetid Chelimer 1 83 10 Ring of Swimming Show

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)

2025-03-18 19:30 DDAL05-18 The Mysterious Isle 10 Robe of Stars Show

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

2025-04-29 19:00 DDAL07-17 Cauldron of Sapphire 2 6600 20 Staff of the Magi Show

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)

2022-12-05 18:30 DDAL08-07 - Into the Dark 1 600 10 Mace of Smiting Show

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

2023-04-07 18:00 DDAL08-08 & DDAL08-09 1500 20 Ring of Fire Resistance, Wand of Lightning Bolt Show

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

2023-01-31 19:30 DDAL-DRW-01 Breaking Umberlee's Resolve 280 10 Iron Bands of Bilarro Show

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

2024-08-01 20:00 DDAL-DRW08 The Harrowing of Hell 2 25000 10 Oathbow, Scarab of Protection Show

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

2023-04-16 19:30 DDAL-DRW09 Vile Bounty 59 10 Mariner’s Armor, Amulet of Health Show

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

2023-04-29 21:00 DDAL-DRW10 & DDAL-DRW11 2 250 20 Ring of X-ray Vision, Moon Sickle, Amulet of the Devout, Mantle of Spell Resistance Show

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.

2022-11-22 18:00 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 53 10 Sentinel Shield Show

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

2023-06-16 19:00 DDHC-CM Alkazaar's Appendix 2270 10 Longbow +2, Splint Mithral Armor, Animated Shield, Ring of Acid Resistance, Horn of Blasting, Wand of Polymorph, Staff of Withering, Spell Scroll of Wish, Dwarven Plate Show

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

2023-01-15 18:30 DDHC-CM Book of Cylinders 550 10 Serpent Scale Armor, Lantern of Revealing, Chime of Opening, Serpent's Fang Show

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)

2022-12-07 19:30 DDHC-CM: Candlekeep Mysteries - Kandlekeep Dekonstruktion 856 10 Ring of Telekinesis Show

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

2023-12-23 19:30 DDHC-CM The Canopic Being 1622 10 Sun Blade, Hat of Disguise, Ring of Spell Storing, Watchful Helm, Staff of Fate, Crystal Ball of True Seeing, Eyes of Minute Seeing Show

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.

2023-07-20 19:00 DDHC-CM Xanthoria 5000 10 Staff of the Woodlands Show

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