DM Log Entries

Total Hours:
480

Total GP:
0
Unused GP:
0

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session Reward Magic Items Character
2023-09-19 19:00 Keys from the Golden Vault - Fire and Darkness none Show

Teilnehmer:

(11) WasabiPrime - Lemuriankrapfen - Tabaxi - Genie Warlock (Efreeti) 11
(11) Jannis D. - Miss Terry - High Elf - Artificer 11
(11) Ka'Narlist - Ahmez - Githyanki Ranger 5 / Fighter 2 / Rogue 1 / Sorcerer 1 / Warlock 2
(11) Frederic T. - Katerine - Human - Rogue 11
(11) C0ldW0lf - Broklan Iverstead - Aasimar - Druid 11 - Emerald Enclave

Playtime:

geleitet 5h
+10h DM Preparation

Loot:

36.430gp
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
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.
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Adventure Rewards:

WasabiPrime - Golden Vault: Barrier Tattoo, very rare (18 AC)
Jannis D. - Golden Vault: All-Purpose Tool +3
Ka'Narlist - Golden Vault: Mirror of Life Trapping
Frederic T. - Close to Home: Title to a Regional Stronghold, 5 Knights and 100 Guards
C0ldW0lf - Redemption: Blessing of Understanding (Your Wisdom score increases by 2, up to a maximum of 22.)

2023-10-06 19:00 Keys from the Golden Vault - The Murkmire Malevolence none Show

Teilnehmer:

(1) ZerosWolf - Sorria - Halfling - Rogue 1
(2) brianox - Dwite Aegis - human - Paladin 2
(1) JinxedBear - Greltak, the Gentle Muscle - Hobgoblin - Fighter 1
(2) Folk2K - Aria - V.Human - Bard2- none
(1) Eklan - Abram Morningstar - Hill Dwarf - Light Cleric 1
(2) I
never_exist - Icognitus Callidus - Changeling - Rogue 2

Playtime:

geleitet 5h
+3h DM Preparation
+2h DM Training

Loot:

120gp
Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Adventure Rewards:

ZerosWolf - Golden Vault: Goggles of Night
brianox - Golden Vault: Mithral Plate Armor
JinxedBear - Golden Vault: Eldritch Claw Tattoo
Folk2K - Golden Vault: Mithral Halfplate
Eklan - Golden Vault: Mithral Halfplate
I
never_exist - Golden Vault: Adamantine Plate Armor

2023-10-24 19:00 Keys from the Golden Vault - Prisoner 13 none Show

Teilnehmer:

(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers

Playtime:

geleitet 4h
+2h DM Preparation

Loot:

207gp pro Person
1x Dust of Disappearance
Wand of Binding
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Mithral Armor Plate
Armor (heavy), uncommon
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.
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Cap of Water Breathing
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Adventure Rewards:

Arikatzi020 - Eoin "Red Mist": Rapier of Life Stealing
RaimundoO - Massimiliano Messina: Cloak of Displacement
briano
x - Dwite Aegis: Sunblade
Jannis D. - Benny: Robe of Eyes
Folk2K - Aria: Cloak of Displacement
Talak - Ssazkhaz Greytale: Ring of Spell Storing

2023-10-31 20:00 CCC-GHC-BK1-03 - The Darkest Knight none Show

Teilnehmer:

(6) Brennjie - Stella, the Lucky - Rogue Mastermind 4 Wizard Divination 2 - None
(6) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 6
(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
(10) Talak - Oberon - Fairy - Shadow Sorcerer (10) - none
(9) KaNarlist - Ahsoka- Air Genasi Monk 5 / Fighter 4

Playtime:

  • geleitet 5h
  • +1h Safety Tools

Loot:

  • 2750gp
  • Tentacle Rod Rod, rare (requires attunement), Table G Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. This item can be found on page 208 of the Dungeon Master's Guide.
  • Spell Scroll of Identify Scroll, common, Table A This scroll contains a single identify spell. This item can be found on page 200 of the Dungeon Master's Guide.

Charakter-Deaths:

(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
* [Body Snatch - Intellect Devourer]

2024-01-31 00:00 Service Rewards Season 12C none Show

With Season 12C ending, all Service Rewards until the 31st of January 2024 expire.

2024-02-04 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces none Show

Teilnehmer:

(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 4 - Emerald Enclave
(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
(1) Kiri - Velkan(&Schnitzel!) - Shifter - Shadow Sorcerer 1
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1
(2) Jarlsson - Lin Lin Gong - Wood Elf - Monk Level 2 - none

Playtime:

  • geleitet 4h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

70gp
2x Potion of Healing
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Charakter-Deaths:

(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
* [Got eaten, because he sat on a Mimic]

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 none Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: of Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk), Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines none Show

Teilnehmer:

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

Playtime:

geleitet 5h
+2h Safety Tools
+1h New Player Guidance

Loot:

500gp
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide.
Spell Scroll of Snare Scroll, uncommon, Table A
Spell Scroll of Beast Bond Scroll, uncommon, Table A

Story Award:

Feline Friend. While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

2024-04-01 18:30 DDHC-CM-17 Xanthoria none Show

Teilnehmer:

(15) Stephan - Quarion - Half-Elf - Warlock (The Celestial) 15 - none
(16) KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / Fighter 2 - Lord's Alliance
(16) Echo - Ace - Variant Human - Artillerist Artificer 16 - None
(16) Manfred Hase - T'risstree Faen Tlabbar - Half Drow - Paladin 6 / Warlock 2 / Sorcerer 8 - Harpers
(16) TimoL - Niamh Fortescue - Aasimar - Paladin 3 | Warlock 13

Playtime:

geleitet 7h
+2h Safety Tools
+5h DM Preparation

Loot:

25.000gp
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

2024-04-05 18:30 DDHC-CM-17 Xanthoria none Show

Teilnehmer:

(16) Kiri - Wisteria Groveheart - Eladrin - Circle of Spores druid 16
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai- Rogue 14 Barbarian 2 - Harpers
(16) C0ldW0lf - Floradin - Duergar - Fighter 11/Cleric 1/Ranger 4
(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2

Playtime:

geleitet 7h

Loot:

25.000gp
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

Charakter-Deaths:

(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2
* [Disintegrated - Death Tyrant]
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
* [Consume Life - Will'o Wisp]

2024-04-02 18:30 CCC-GHC-BK1-09_Scavengers none Show

Teilnehmer:

(1) Wolfskönigin - Sariel - Halbelf - Druide - Level 1
(4) Eike R -Rasna Gimbal - half-Orc - Swarmkeeper ranger 4
(2) Platinstorm - Platinstorm - Minotaurus - Paladin 2
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(1) Shialbaz - Fimbur Eisenbauch - Zwerg - Barbare - Level: 1
(2)Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 2

Playtime:

  • geleitet 4h
  • +2h Safety Tools
  • +3h New Player Guidance
  • +1h DM Preparation

Loot:

  • 500gp
  • Bag of Tricks (Gray) Wondrous item, uncommon (requires attunement), Table F This pouch feels like it has been constructed of a fine rabbit pelt. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
2024-04-03 18:30 CCC-HERO-BK-02-02 Flight of the Wyvern none Show

Teilnehmer:

(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Cleric 1, Druid 9 - Emerald Enclave

Playtime:

geleitet 4h
+2h Safety Tools
+2h DM Preparation

Loot:

4.800gp
Cloak of Many Fashions
Common, Wondrous (XGE)
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Rod of the Pactkeeper +1.
Uncommon, Table F
This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

2024-04-04 18:30 DDHC-LMOP-4 Wave Echo Cave Boots of Striding and Springing, Wand of Magic Missiles, Gauntlets of Ogre Power, Lightbringer, Dragonguard, Spider Staff Show

Teilnehmer:

(4) Folk2K - Shi - Half Elf - Ranger 4 - none
(4) Platinstorm - Platinstorm - Minotaurus - Paladin - Level 4
(4) Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 4 (bis dahin wahrscheinlich level 4)
(4) Jarlsson – Lin Lin Gong – Wood Elf – Way of Mercy Monk – none
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None

Playtime:

geleitet 6h
+2h Safety Tools
+4h DM Preparation

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

2024-04-22 18:30 DDHC-CM-6 The Price of Beauty none Show

Teilnehmer:

(10) Echo - Yoshi - Tabaxi - 6 Fighter Samurai, 4 Hexblade Warlock - Lords Alliance
(9) Marcelinho700 - Thorin Eisenschild - Standart Human - Oath of Devotion Paladin 9 - none
(9) Raimundo_O - Llanfair Pwllgyngyll - Eladrin - Artificer 3 Wizard 6 - Honorary Wychlaran
(10) Flammenklinge - Gnash Redwood – Waldelf – Assasine Rouge (4)/Fighter (2)/Gloom Stalker Ranger (4)

Playtime:

geleitet 6h
+2h Safety Tools
+2h DM Preparation

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
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.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-06-16 19:00 BMG-DRWEP-OD-01 The Enemy of My Enemy none Show

Teilnehmer:

Tisch 1
DM: @Boerns2010
Players: @thebaconing | Simon @Talak | Matthias @Brennjie Shinigami @Dixer
Link: https://app.roll20.net/join/17304809/GKTmcw

Tisch 2
DM: @Bramymond
Players: @Arikatzi @Claudia N. @Madlech @Oliver F. @Raimundo_O
Link: https://app.roll20.net/join/17304812/rilApA

Tisch 3
DM: @Echo
Players: @Marcelinho700 @kiri @WasabiPrime @JinxedBear @Ka'Narlist
Link: https://app.roll20.net/join/17304815/3hF1KA

Tisch 4
DM: @Robert K.
Players: @Linus K. @C0ldW0lf | Florian @Manfred Hase @Folk2K @Rudi
Link: https://app.roll20.net/join/17304819/tCI_Qw

Tisch 5
DM: @MalukuSeito
Players: @Smokycloud @Lamianyu (Alina) @happy @Flammenklinge
Link: https://app.roll20.net/join/17304820/yVquJw

Playtime:

geleitet 4h
+2h Safety Tools
+14h DM Preparation

Loot:

5000gp/Table
Spell scroll: Revivify
Potions: Heroism, Greater Healing
...
Earring of message
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Moon Sickle, +2
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 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. 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.
Wand of Fireballs
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 fireball 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.

Story Award:

Qualith Psi Crystal Retrieved. You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay.

2024-07-23 20:00 DDHC-CM-10 Kandlekeep Dekonstruction none Show

Teilnehmer:

(9) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 9 - none
(10) thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) JinxedBear - Alexander Tucker - Astral Elf - Battle Smith Artificer 4, School of Bladesinging Wizard 6 - none
(9) Marcelinho700 - Pan - Half-Orc - Path of the Beast Barbarian 7 Fighter 2 - none
(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin- Artificer 3 Wizard 7 - Wychlaran + Friend of Candlekeep

Playtime:

geleitet 3h
+2h DM Preparation

Loot:

1755gp
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.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

2024-09-23 20:00 CCC-GHC-BK2-09 Breath of Fire none Show

Teilnehmer:

Eisenbrei - Amara - Elf - Monk 14, Warlock 2
(16) Marcelinho700 - Pan - Half Orc -Path of the Totem Barbarian 12 / Champion Fighter 4 - 60ft Darkvision
(16) Echo - Libra - Tashas Custom Lineage - Clockwork Soul Sorcerer 16 - 60ft Darkvision - Judges of Mechanus
(16) Frederic T. - Cana - Elf - Monk 14/Wizard2 - Harper
(16) Trava - Eleanore Hicks - Haregon - Rogue 11 Rager 5

Playtime:

geleitet 4h
+4h DM Preparation

2024-10-21 19:00 DDHC-CM-07 Book of Cylinders none Show

Teilnehmer:

(10)Echo - Nat Mudnose - Hobgoblin - Thief Rogue 4 / Champion Fighter 6 - None
(8)SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.8
(10) JinxedBear - William "The Judge" Blackstone - Aasimar - Order Domain Cleric 10 - Order of the Gauntlet
(5) Flammenklinge - Erannis Maerfete – Eladrin – Wildfire Druide 5
(10) Brennjie - Spriggan - Eladrin - Ranger Horizon Walker 10 - 60ft Darkvision - none

Playtime:

geleitet 4h
+1h DM Preparation

2024-10-05 19:00 DDHC-LMoP-01 Goblin Arrows none Show

Teilnehmer:

(1) Echo - Falace Fernwood - Halfling - Ranger 1
Mepiaro - Andros Menegarm - Tiefling - Bard 1
(1) C0ldW0lf - Yatuk - Orc - Ranger 1
(1) Frederic T. - Sir Treavyn Haelbroke - Aasimar - Fighter 1
(1) Flammenklinge Erannis Maerfete - Eladrin - Druid- 1
(1)Kiri - I'rikk - Shifter - Artificer 1

Playtime:

geleitet 4h
+2h DM Preparation

2024-10-13 20:00 DDHC-LMoP-02 Phandalin none Show

Teilnehmer:

(3) Echo - Falace Fernwood - Halfling - Hunter Ranger 3
(3)Kiri - I'rikk - Shifter - Alchemist Artificer 3
SirWolf00 - Thaldrin Der Drachenschild - Dragonborn - Paladin lv.2
(1) Raimundo_O - Hajana Al-ashhadi - Human PHB'24 - Fighter 1 - none
(2) Sparetime Gamer - Rohon - Human - Fighter 1 Cleric 1

Playtime:

geleitet 5h
+2h DM Preparation

Date Adventure Title Session ACP TCP Downtime ▼ Renown GP Character Rewarded
2023-09-19 19:00 Keys from the Golden Vault - Fire and Darkness Show

Teilnehmer:

(11) WasabiPrime - Lemuriankrapfen - Tabaxi - Genie Warlock (Efreeti) 11
(11) Jannis D. - Miss Terry - High Elf - Artificer 11
(11) Ka'Narlist - Ahmez - Githyanki Ranger 5 / Fighter 2 / Rogue 1 / Sorcerer 1 / Warlock 2
(11) Frederic T. - Katerine - Human - Rogue 11
(11) C0ldW0lf - Broklan Iverstead - Aasimar - Druid 11 - Emerald Enclave

Playtime:

geleitet 5h
+10h DM Preparation

Loot:

36.430gp
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
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.
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Adventure Rewards:

WasabiPrime - Golden Vault: Barrier Tattoo, very rare (18 AC)
Jannis D. - Golden Vault: All-Purpose Tool +3
Ka'Narlist - Golden Vault: Mirror of Life Trapping
Frederic T. - Close to Home: Title to a Regional Stronghold, 5 Knights and 100 Guards
C0ldW0lf - Redemption: Blessing of Understanding (Your Wisdom score increases by 2, up to a maximum of 22.)

2023-10-06 19:00 Keys from the Golden Vault - The Murkmire Malevolence Show

Teilnehmer:

(1) ZerosWolf - Sorria - Halfling - Rogue 1
(2) brianox - Dwite Aegis - human - Paladin 2
(1) JinxedBear - Greltak, the Gentle Muscle - Hobgoblin - Fighter 1
(2) Folk2K - Aria - V.Human - Bard2- none
(1) Eklan - Abram Morningstar - Hill Dwarf - Light Cleric 1
(2) I
never_exist - Icognitus Callidus - Changeling - Rogue 2

Playtime:

geleitet 5h
+3h DM Preparation
+2h DM Training

Loot:

120gp
Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Adventure Rewards:

ZerosWolf - Golden Vault: Goggles of Night
brianox - Golden Vault: Mithral Plate Armor
JinxedBear - Golden Vault: Eldritch Claw Tattoo
Folk2K - Golden Vault: Mithral Halfplate
Eklan - Golden Vault: Mithral Halfplate
I
never_exist - Golden Vault: Adamantine Plate Armor

2023-10-24 19:00 Keys from the Golden Vault - Prisoner 13 Show

Teilnehmer:

(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers

Playtime:

geleitet 4h
+2h DM Preparation

Loot:

207gp pro Person
1x Dust of Disappearance
Wand of Binding
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Mithral Armor Plate
Armor (heavy), uncommon
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.
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Cap of Water Breathing
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Adventure Rewards:

Arikatzi020 - Eoin "Red Mist": Rapier of Life Stealing
RaimundoO - Massimiliano Messina: Cloak of Displacement
briano
x - Dwite Aegis: Sunblade
Jannis D. - Benny: Robe of Eyes
Folk2K - Aria: Cloak of Displacement
Talak - Ssazkhaz Greytale: Ring of Spell Storing

2023-10-31 20:00 CCC-GHC-BK1-03 - The Darkest Knight Show

Teilnehmer:

(6) Brennjie - Stella, the Lucky - Rogue Mastermind 4 Wizard Divination 2 - None
(6) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 6
(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
(10) Talak - Oberon - Fairy - Shadow Sorcerer (10) - none
(9) KaNarlist - Ahsoka- Air Genasi Monk 5 / Fighter 4

Playtime:

  • geleitet 5h
  • +1h Safety Tools

Loot:

  • 2750gp
  • Tentacle Rod Rod, rare (requires attunement), Table G Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. This item can be found on page 208 of the Dungeon Master's Guide.
  • Spell Scroll of Identify Scroll, common, Table A This scroll contains a single identify spell. This item can be found on page 200 of the Dungeon Master's Guide.

Charakter-Deaths:

(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
* [Body Snatch - Intellect Devourer]

2024-01-31 00:00 Service Rewards Season 12C Show

With Season 12C ending, all Service Rewards until the 31st of January 2024 expire.

2024-02-04 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces Show

Teilnehmer:

(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 4 - Emerald Enclave
(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
(1) Kiri - Velkan(&Schnitzel!) - Shifter - Shadow Sorcerer 1
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1
(2) Jarlsson - Lin Lin Gong - Wood Elf - Monk Level 2 - none

Playtime:

  • geleitet 4h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

70gp
2x Potion of Healing
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Charakter-Deaths:

(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
* [Got eaten, because he sat on a Mimic]

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: of Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk), Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines Show

Teilnehmer:

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

Playtime:

geleitet 5h
+2h Safety Tools
+1h New Player Guidance

Loot:

500gp
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide.
Spell Scroll of Snare Scroll, uncommon, Table A
Spell Scroll of Beast Bond Scroll, uncommon, Table A

Story Award:

Feline Friend. While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

2024-04-01 18:30 DDHC-CM-17 Xanthoria Show

Teilnehmer:

(15) Stephan - Quarion - Half-Elf - Warlock (The Celestial) 15 - none
(16) KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / Fighter 2 - Lord's Alliance
(16) Echo - Ace - Variant Human - Artillerist Artificer 16 - None
(16) Manfred Hase - T'risstree Faen Tlabbar - Half Drow - Paladin 6 / Warlock 2 / Sorcerer 8 - Harpers
(16) TimoL - Niamh Fortescue - Aasimar - Paladin 3 | Warlock 13

Playtime:

geleitet 7h
+2h Safety Tools
+5h DM Preparation

Loot:

25.000gp
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

2024-04-05 18:30 DDHC-CM-17 Xanthoria Show

Teilnehmer:

(16) Kiri - Wisteria Groveheart - Eladrin - Circle of Spores druid 16
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai- Rogue 14 Barbarian 2 - Harpers
(16) C0ldW0lf - Floradin - Duergar - Fighter 11/Cleric 1/Ranger 4
(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2

Playtime:

geleitet 7h

Loot:

25.000gp
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

Charakter-Deaths:

(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2
* [Disintegrated - Death Tyrant]
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
* [Consume Life - Will'o Wisp]

2024-04-02 18:30 CCC-GHC-BK1-09_Scavengers Show

Teilnehmer:

(1) Wolfskönigin - Sariel - Halbelf - Druide - Level 1
(4) Eike R -Rasna Gimbal - half-Orc - Swarmkeeper ranger 4
(2) Platinstorm - Platinstorm - Minotaurus - Paladin 2
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(1) Shialbaz - Fimbur Eisenbauch - Zwerg - Barbare - Level: 1
(2)Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 2

Playtime:

  • geleitet 4h
  • +2h Safety Tools
  • +3h New Player Guidance
  • +1h DM Preparation

Loot:

  • 500gp
  • Bag of Tricks (Gray) Wondrous item, uncommon (requires attunement), Table F This pouch feels like it has been constructed of a fine rabbit pelt. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
2024-04-03 18:30 CCC-HERO-BK-02-02 Flight of the Wyvern Show

Teilnehmer:

(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Cleric 1, Druid 9 - Emerald Enclave

Playtime:

geleitet 4h
+2h Safety Tools
+2h DM Preparation

Loot:

4.800gp
Cloak of Many Fashions
Common, Wondrous (XGE)
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Rod of the Pactkeeper +1.
Uncommon, Table F
This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

2024-04-04 18:30 DDHC-LMOP-4 Wave Echo Cave Show

Teilnehmer:

(4) Folk2K - Shi - Half Elf - Ranger 4 - none
(4) Platinstorm - Platinstorm - Minotaurus - Paladin - Level 4
(4) Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 4 (bis dahin wahrscheinlich level 4)
(4) Jarlsson – Lin Lin Gong – Wood Elf – Way of Mercy Monk – none
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None

Playtime:

geleitet 6h
+2h Safety Tools
+4h DM Preparation

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

2024-04-22 18:30 DDHC-CM-6 The Price of Beauty Show

Teilnehmer:

(10) Echo - Yoshi - Tabaxi - 6 Fighter Samurai, 4 Hexblade Warlock - Lords Alliance
(9) Marcelinho700 - Thorin Eisenschild - Standart Human - Oath of Devotion Paladin 9 - none
(9) Raimundo_O - Llanfair Pwllgyngyll - Eladrin - Artificer 3 Wizard 6 - Honorary Wychlaran
(10) Flammenklinge - Gnash Redwood – Waldelf – Assasine Rouge (4)/Fighter (2)/Gloom Stalker Ranger (4)

Playtime:

geleitet 6h
+2h Safety Tools
+2h DM Preparation

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
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.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-06-16 19:00 BMG-DRWEP-OD-01 The Enemy of My Enemy Show

Teilnehmer:

Tisch 1
DM: @Boerns2010
Players: @thebaconing | Simon @Talak | Matthias @Brennjie Shinigami @Dixer
Link: https://app.roll20.net/join/17304809/GKTmcw

Tisch 2
DM: @Bramymond
Players: @Arikatzi @Claudia N. @Madlech @Oliver F. @Raimundo_O
Link: https://app.roll20.net/join/17304812/rilApA

Tisch 3
DM: @Echo
Players: @Marcelinho700 @kiri @WasabiPrime @JinxedBear @Ka'Narlist
Link: https://app.roll20.net/join/17304815/3hF1KA

Tisch 4
DM: @Robert K.
Players: @Linus K. @C0ldW0lf | Florian @Manfred Hase @Folk2K @Rudi
Link: https://app.roll20.net/join/17304819/tCI_Qw

Tisch 5
DM: @MalukuSeito
Players: @Smokycloud @Lamianyu (Alina) @happy @Flammenklinge
Link: https://app.roll20.net/join/17304820/yVquJw

Playtime:

geleitet 4h
+2h Safety Tools
+14h DM Preparation

Loot:

5000gp/Table
Spell scroll: Revivify
Potions: Heroism, Greater Healing
...
Earring of message
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Moon Sickle, +2
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 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. 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.
Wand of Fireballs
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 fireball 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.

Story Award:

Qualith Psi Crystal Retrieved. You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay.

2024-07-23 20:00 DDHC-CM-10 Kandlekeep Dekonstruction Show

Teilnehmer:

(9) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 9 - none
(10) thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) JinxedBear - Alexander Tucker - Astral Elf - Battle Smith Artificer 4, School of Bladesinging Wizard 6 - none
(9) Marcelinho700 - Pan - Half-Orc - Path of the Beast Barbarian 7 Fighter 2 - none
(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin- Artificer 3 Wizard 7 - Wychlaran + Friend of Candlekeep

Playtime:

geleitet 3h
+2h DM Preparation

Loot:

1755gp
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.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

2024-09-23 20:00 CCC-GHC-BK2-09 Breath of Fire Show

Teilnehmer:

Eisenbrei - Amara - Elf - Monk 14, Warlock 2
(16) Marcelinho700 - Pan - Half Orc -Path of the Totem Barbarian 12 / Champion Fighter 4 - 60ft Darkvision
(16) Echo - Libra - Tashas Custom Lineage - Clockwork Soul Sorcerer 16 - 60ft Darkvision - Judges of Mechanus
(16) Frederic T. - Cana - Elf - Monk 14/Wizard2 - Harper
(16) Trava - Eleanore Hicks - Haregon - Rogue 11 Rager 5

Playtime:

geleitet 4h
+4h DM Preparation

2024-10-21 19:00 DDHC-CM-07 Book of Cylinders Show

Teilnehmer:

(10)Echo - Nat Mudnose - Hobgoblin - Thief Rogue 4 / Champion Fighter 6 - None
(8)SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.8
(10) JinxedBear - William "The Judge" Blackstone - Aasimar - Order Domain Cleric 10 - Order of the Gauntlet
(5) Flammenklinge - Erannis Maerfete – Eladrin – Wildfire Druide 5
(10) Brennjie - Spriggan - Eladrin - Ranger Horizon Walker 10 - 60ft Darkvision - none

Playtime:

geleitet 4h
+1h DM Preparation

2024-10-05 19:00 DDHC-LMoP-01 Goblin Arrows Show

Teilnehmer:

(1) Echo - Falace Fernwood - Halfling - Ranger 1
Mepiaro - Andros Menegarm - Tiefling - Bard 1
(1) C0ldW0lf - Yatuk - Orc - Ranger 1
(1) Frederic T. - Sir Treavyn Haelbroke - Aasimar - Fighter 1
(1) Flammenklinge Erannis Maerfete - Eladrin - Druid- 1
(1)Kiri - I'rikk - Shifter - Artificer 1

Playtime:

geleitet 4h
+2h DM Preparation

2024-10-13 20:00 DDHC-LMoP-02 Phandalin Show

Teilnehmer:

(3) Echo - Falace Fernwood - Halfling - Hunter Ranger 3
(3)Kiri - I'rikk - Shifter - Alchemist Artificer 3
SirWolf00 - Thaldrin Der Drachenschild - Dragonborn - Paladin lv.2
(1) Raimundo_O - Hajana Al-ashhadi - Human PHB'24 - Fighter 1 - none
(2) Sparetime Gamer - Rohon - Human - Fighter 1 Cleric 1

Playtime:

geleitet 5h
+2h DM Preparation

Date Adventure Title Session XP GP Downtime ▼ Renown Missions Hours Character Rewarded
2023-09-19 19:00 Keys from the Golden Vault - Fire and Darkness 15 Show

Teilnehmer:

(11) WasabiPrime - Lemuriankrapfen - Tabaxi - Genie Warlock (Efreeti) 11
(11) Jannis D. - Miss Terry - High Elf - Artificer 11
(11) Ka'Narlist - Ahmez - Githyanki Ranger 5 / Fighter 2 / Rogue 1 / Sorcerer 1 / Warlock 2
(11) Frederic T. - Katerine - Human - Rogue 11
(11) C0ldW0lf - Broklan Iverstead - Aasimar - Druid 11 - Emerald Enclave

Playtime:

geleitet 5h
+10h DM Preparation

Loot:

36.430gp
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
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.
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Adventure Rewards:

WasabiPrime - Golden Vault: Barrier Tattoo, very rare (18 AC)
Jannis D. - Golden Vault: All-Purpose Tool +3
Ka'Narlist - Golden Vault: Mirror of Life Trapping
Frederic T. - Close to Home: Title to a Regional Stronghold, 5 Knights and 100 Guards
C0ldW0lf - Redemption: Blessing of Understanding (Your Wisdom score increases by 2, up to a maximum of 22.)

2023-10-06 19:00 Keys from the Golden Vault - The Murkmire Malevolence 10 Show

Teilnehmer:

(1) ZerosWolf - Sorria - Halfling - Rogue 1
(2) brianox - Dwite Aegis - human - Paladin 2
(1) JinxedBear - Greltak, the Gentle Muscle - Hobgoblin - Fighter 1
(2) Folk2K - Aria - V.Human - Bard2- none
(1) Eklan - Abram Morningstar - Hill Dwarf - Light Cleric 1
(2) I
never_exist - Icognitus Callidus - Changeling - Rogue 2

Playtime:

geleitet 5h
+3h DM Preparation
+2h DM Training

Loot:

120gp
Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Adventure Rewards:

ZerosWolf - Golden Vault: Goggles of Night
brianox - Golden Vault: Mithral Plate Armor
JinxedBear - Golden Vault: Eldritch Claw Tattoo
Folk2K - Golden Vault: Mithral Halfplate
Eklan - Golden Vault: Mithral Halfplate
I
never_exist - Golden Vault: Adamantine Plate Armor

2023-10-24 19:00 Keys from the Golden Vault - Prisoner 13 6 Show

Teilnehmer:

(4) Arikatzi020 - Eoin "Red Mist" - Halfelf (Dhampier) - Phantom Rouge lvl 4 - Golden Vault
(4) RaimundoO - Massimiliano Messina - V.Human - Fighter 4 - Harpers
(4) briano
x - Dwite Aegis - human - Oath of Devotion Paladin 4
(4) Jannis D. - Benny - Human - Draconic Sorcerer
(4) Folk2K - Aria - TCL - Bard3Warlock1 - none
(2) Talak - Ssazkhaz Greytale - Yuan Ti Pureblood - Hexblade Warlock 2 - Harpers

Playtime:

geleitet 4h
+2h DM Preparation

Loot:

207gp pro Person
1x Dust of Disappearance
Wand of Binding
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Mithral Armor Plate
Armor (heavy), uncommon
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.
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Cap of Water Breathing
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Adventure Rewards:

Arikatzi020 - Eoin "Red Mist": Rapier of Life Stealing
RaimundoO - Massimiliano Messina: Cloak of Displacement
briano
x - Dwite Aegis: Sunblade
Jannis D. - Benny: Robe of Eyes
Folk2K - Aria: Cloak of Displacement
Talak - Ssazkhaz Greytale: Ring of Spell Storing

2023-10-31 20:00 CCC-GHC-BK1-03 - The Darkest Knight 6 Show

Teilnehmer:

(6) Brennjie - Stella, the Lucky - Rogue Mastermind 4 Wizard Divination 2 - None
(6) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 6
(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
(10) Talak - Oberon - Fairy - Shadow Sorcerer (10) - none
(9) KaNarlist - Ahsoka- Air Genasi Monk 5 / Fighter 4

Playtime:

  • geleitet 5h
  • +1h Safety Tools

Loot:

  • 2750gp
  • Tentacle Rod Rod, rare (requires attunement), Table G Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. This item can be found on page 208 of the Dungeon Master's Guide.
  • Spell Scroll of Identify Scroll, common, Table A This scroll contains a single identify spell. This item can be found on page 200 of the Dungeon Master's Guide.

Charakter-Deaths:

(8) Lamianyu (Alina) - Elidriel Nachtschatten - High Elf - Paladin (Vow of Vegeance) - None
* [Body Snatch - Intellect Devourer]

2024-01-31 00:00 Service Rewards Season 12C -105 Show

With Season 12C ending, all Service Rewards until the 31st of January 2024 expire.

2024-02-04 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces 6 Show

Teilnehmer:

(4) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 4 - Emerald Enclave
(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
(1) Kiri - Velkan(&Schnitzel!) - Shifter - Shadow Sorcerer 1
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1
(2) Jarlsson - Lin Lin Gong - Wood Elf - Monk Level 2 - none

Playtime:

  • geleitet 4h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

70gp
2x Potion of Healing
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Charakter-Deaths:

(1) Rhivuas - Malach "The Grinning Reaper" Shadowspire - Tiefling - Warlock - the Archfey 1
* [Got eaten, because he sat on a Mimic]

2024-02-11 19:00 DDHC-TYP White Plume Mountain 2 20 Show

Teilnehmer:

Ace & Sascha (Echo)
Rose (Flammenklinge)
Lucan Fawnshadow (Talak)
Wisteria Groveheart (Kiri)
Noriel Aurorae (Arikatzi020)

Playtime:

  • 2 Sessions
  • geleitet 10h
  • +2h Safety Tools
  • +8h DM Preparation

Loot:

63.535gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: of Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain shirt+1
Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk), Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

2024-02-23 19:30 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 8 Show

Teilnehmer:

(4) Cookie - Luna Prime - Shadar-Kai - Artificer Armorer LvL 4 - Lord's Alliance
(4) Smokycloud - Olfonso del Toro - Deep Gnome - Wizard 4
(1) lukaswingarmor - Aetlach - Tiefling - Bard Lvl. 1
(4) Echo - Hector "Wildcard" Gloomlight - Variant Human - Wild Magic Sorcerer 4 - Harper
(3)Kiri - Mellow Beast - Tabaxi - Path of the Beast Barbarian 3
(2) Flammenklinge – 4e 72 2e 35 Angriffseinheit ( Svarog ) – Autognom – Kämpfer 2

Playtime:

geleitet 5h
+2h Safety Tools
+1h New Player Guidance

Loot:

500gp
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide.
Spell Scroll of Snare Scroll, uncommon, Table A
Spell Scroll of Beast Bond Scroll, uncommon, Table A

Story Award:

Feline Friend. While your cat no longer has any magical bond to you and has lost all of their abilities, they remain affectionate toward you and have followed you from Selpt. As a final gift from the hive mind, they have been granted long life. As long as you care for your cat, they will never leave you; growing old together with you. Your cat’s statistics are as a normal cat from the Monster Manual. Your cat is a suitable target for the find familiar spell, should you be able to cast it.

2024-04-01 18:30 DDHC-CM-17 Xanthoria 14 Show

Teilnehmer:

(15) Stephan - Quarion - Half-Elf - Warlock (The Celestial) 15 - none
(16) KaNarlist - Valdani - Tiefling Warlock 9 / Sorcerer 5 / Fighter 2 - Lord's Alliance
(16) Echo - Ace - Variant Human - Artillerist Artificer 16 - None
(16) Manfred Hase - T'risstree Faen Tlabbar - Half Drow - Paladin 6 / Warlock 2 / Sorcerer 8 - Harpers
(16) TimoL - Niamh Fortescue - Aasimar - Paladin 3 | Warlock 13

Playtime:

geleitet 7h
+2h Safety Tools
+5h DM Preparation

Loot:

25.000gp
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

2024-04-05 18:30 DDHC-CM-17 Xanthoria 7 Show

Teilnehmer:

(16) Kiri - Wisteria Groveheart - Eladrin - Circle of Spores druid 16
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai- Rogue 14 Barbarian 2 - Harpers
(16) C0ldW0lf - Floradin - Duergar - Fighter 11/Cleric 1/Ranger 4
(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2

Playtime:

geleitet 7h

Loot:

25.000gp
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

Charakter-Deaths:

(16) Flammenklinge - Ros´e - Fairy - Warlock2, Sorcerer12, Fighter2
* [Disintegrated - Death Tyrant]
(16) Shinigami/Max - ZixZax- Halfling (Ghostwise) - PeaceCleric1/Diviner15 - none
* [Consume Life - Will'o Wisp]

2024-04-02 18:30 CCC-GHC-BK1-09_Scavengers 10 Show

Teilnehmer:

(1) Wolfskönigin - Sariel - Halbelf - Druide - Level 1
(4) Eike R -Rasna Gimbal - half-Orc - Swarmkeeper ranger 4
(2) Platinstorm - Platinstorm - Minotaurus - Paladin 2
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None
(1) Shialbaz - Fimbur Eisenbauch - Zwerg - Barbare - Level: 1
(2)Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 2

Playtime:

  • geleitet 4h
  • +2h Safety Tools
  • +3h New Player Guidance
  • +1h DM Preparation

Loot:

  • 500gp
  • Bag of Tricks (Gray) Wondrous item, uncommon (requires attunement), Table F This pouch feels like it has been constructed of a fine rabbit pelt. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
2024-04-03 18:30 CCC-HERO-BK-02-02 Flight of the Wyvern 8 Show

Teilnehmer:

(8) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 8 - none
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(8) Claudia N. - Brookie van Kuhn - TCL (Tanukin) - Arcane Trickster Rogue 8
(10) Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger lvl 5, War Cleric lvl 5 - EE
(10) Rudi - Pandg No - Word Kobold - Mercy Monk 10
(10) JinxedBear - Gaia, Oaks Daughter - Earth Genasi (Duergar) - Cleric 1, Druid 9 - Emerald Enclave

Playtime:

geleitet 4h
+2h Safety Tools
+2h DM Preparation

Loot:

4.800gp
Cloak of Many Fashions
Common, Wondrous (XGE)
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Rod of the Pactkeeper +1.
Uncommon, Table F
This rod was taken from the fallen minion of Sir Avallar. (Requires attunement by a warlock.)
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

2024-04-04 18:30 DDHC-LMOP-4 Wave Echo Cave 12 Show

Teilnehmer:

(4) Folk2K - Shi - Half Elf - Ranger 4 - none
(4) Platinstorm - Platinstorm - Minotaurus - Paladin - Level 4
(4) Kiri - Arborea - Thri-Kreen - Dao-Genie Warlock 4 (bis dahin wahrscheinlich level 4)
(4) Jarlsson – Lin Lin Gong – Wood Elf – Way of Mercy Monk – none
(4) Echo - Zuk the Giant - Half Orc - Monk 2 / Fighter 2 - None

Playtime:

geleitet 6h
+2h Safety Tools
+4h DM Preparation

Loot:

1.067gp
...
Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

2024-04-22 18:30 DDHC-CM-6 The Price of Beauty 10 Show

Teilnehmer:

(10) Echo - Yoshi - Tabaxi - 6 Fighter Samurai, 4 Hexblade Warlock - Lords Alliance
(9) Marcelinho700 - Thorin Eisenschild - Standart Human - Oath of Devotion Paladin 9 - none
(9) Raimundo_O - Llanfair Pwllgyngyll - Eladrin - Artificer 3 Wizard 6 - Honorary Wychlaran
(10) Flammenklinge - Gnash Redwood – Waldelf – Assasine Rouge (4)/Fighter (2)/Gloom Stalker Ranger (4)

Playtime:

geleitet 6h
+2h Safety Tools
+2h DM Preparation

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
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.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-06-16 19:00 BMG-DRWEP-OD-01 The Enemy of My Enemy 20 Show

Teilnehmer:

Tisch 1
DM: @Boerns2010
Players: @thebaconing | Simon @Talak | Matthias @Brennjie Shinigami @Dixer
Link: https://app.roll20.net/join/17304809/GKTmcw

Tisch 2
DM: @Bramymond
Players: @Arikatzi @Claudia N. @Madlech @Oliver F. @Raimundo_O
Link: https://app.roll20.net/join/17304812/rilApA

Tisch 3
DM: @Echo
Players: @Marcelinho700 @kiri @WasabiPrime @JinxedBear @Ka'Narlist
Link: https://app.roll20.net/join/17304815/3hF1KA

Tisch 4
DM: @Robert K.
Players: @Linus K. @C0ldW0lf | Florian @Manfred Hase @Folk2K @Rudi
Link: https://app.roll20.net/join/17304819/tCI_Qw

Tisch 5
DM: @MalukuSeito
Players: @Smokycloud @Lamianyu (Alina) @happy @Flammenklinge
Link: https://app.roll20.net/join/17304820/yVquJw

Playtime:

geleitet 4h
+2h Safety Tools
+14h DM Preparation

Loot:

5000gp/Table
Spell scroll: Revivify
Potions: Heroism, Greater Healing
...
Earring of message
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Moon Sickle, +2
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 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. 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.
Wand of Fireballs
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 fireball 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.

Story Award:

Qualith Psi Crystal Retrieved. You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay.

2024-07-23 20:00 DDHC-CM-10 Kandlekeep Dekonstruction 5 Show

Teilnehmer:

(9) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 9 - none
(10) thebaconing - Jimmy Plane - Yuan Ti - Bard 10
(10) JinxedBear - Alexander Tucker - Astral Elf - Battle Smith Artificer 4, School of Bladesinging Wizard 6 - none
(9) Marcelinho700 - Pan - Half-Orc - Path of the Beast Barbarian 7 Fighter 2 - none
(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin- Artificer 3 Wizard 7 - Wychlaran + Friend of Candlekeep

Playtime:

geleitet 3h
+2h DM Preparation

Loot:

1755gp
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.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

2024-09-23 20:00 CCC-GHC-BK2-09 Breath of Fire 8 Show

Teilnehmer:

Eisenbrei - Amara - Elf - Monk 14, Warlock 2
(16) Marcelinho700 - Pan - Half Orc -Path of the Totem Barbarian 12 / Champion Fighter 4 - 60ft Darkvision
(16) Echo - Libra - Tashas Custom Lineage - Clockwork Soul Sorcerer 16 - 60ft Darkvision - Judges of Mechanus
(16) Frederic T. - Cana - Elf - Monk 14/Wizard2 - Harper
(16) Trava - Eleanore Hicks - Haregon - Rogue 11 Rager 5

Playtime:

geleitet 4h
+4h DM Preparation

2024-10-21 19:00 DDHC-CM-07 Book of Cylinders 5 Show

Teilnehmer:

(10)Echo - Nat Mudnose - Hobgoblin - Thief Rogue 4 / Champion Fighter 6 - None
(8)SirWolf00 - Korrash der Verdorbene - Drachengeborener - Oath of Vengeance Paladin lv.8
(10) JinxedBear - William "The Judge" Blackstone - Aasimar - Order Domain Cleric 10 - Order of the Gauntlet
(5) Flammenklinge - Erannis Maerfete – Eladrin – Wildfire Druide 5
(10) Brennjie - Spriggan - Eladrin - Ranger Horizon Walker 10 - 60ft Darkvision - none

Playtime:

geleitet 4h
+1h DM Preparation

2024-10-05 19:00 DDHC-LMoP-01 Goblin Arrows 6 Show

Teilnehmer:

(1) Echo - Falace Fernwood - Halfling - Ranger 1
Mepiaro - Andros Menegarm - Tiefling - Bard 1
(1) C0ldW0lf - Yatuk - Orc - Ranger 1
(1) Frederic T. - Sir Treavyn Haelbroke - Aasimar - Fighter 1
(1) Flammenklinge Erannis Maerfete - Eladrin - Druid- 1
(1)Kiri - I'rikk - Shifter - Artificer 1

Playtime:

geleitet 4h
+2h DM Preparation

2024-10-13 20:00 DDHC-LMoP-02 Phandalin 7 Show

Teilnehmer:

(3) Echo - Falace Fernwood - Halfling - Hunter Ranger 3
(3)Kiri - I'rikk - Shifter - Alchemist Artificer 3
SirWolf00 - Thaldrin Der Drachenschild - Dragonborn - Paladin lv.2
(1) Raimundo_O - Hajana Al-ashhadi - Human PHB'24 - Fighter 1 - none
(2) Sparetime Gamer - Rohon - Human - Fighter 1 Cleric 1

Playtime:

geleitet 5h
+2h DM Preparation