DM Log Entries

Total Hours:
280

Total GP:
149210
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 ▼
2023-05-12 18:30 CCC-GHC-BK1-07 & CCC-GHC-BK1-08 none Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Olly - Carrian Avara - High Elf - Cleric 2 - None
(3) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 3- none
(1) Lamianyu (Alina) - Merla Spitzfuß - Halfing (Stout) - Fighter 1 - none
(4) Folk2K - Crazy - Lokathah - Monk - none
(3) Cyrodiil - Eli - Eladrin (Spring) - Bard - none

Playtime:

  • geleitet 7h
  • +1h New Player Guidance
  • +1h Safety Tools

Loot:

  • 240gp CCC-GHC-BK1-07
  • 500gp CCC-GHC-BK1-08
  • Ilmater’s Bleeding Heart (Periapt of Wound Closure) Tier 1, Table F Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. This item is found in the Dungeon Master’s Guide.
  • 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:

  • It’s a Princess Cut. Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same
  • 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.
2023-05-09 18:30 CC-GHC-BK1-06_Legacy_and_Virtue none Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Folk2K - Vonin - Shadar-Kai - TW-Cleric 2 - none
(4) JinxedBear - Jonathan van Briarwood - Devils Tounge Tiefling - College Of Eloquence Bard 4 - Harpers
(1) Doravien - Asterius - Fairy - Ranger 1 - none
(4) happy - Adric - High-Elf - Wizard (Order of Scribes) 4 - none
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter - Harper

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 500gp
  • Circlet of Blasting (Wondrous item, uncommon, Table F) This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Story Award:

  • Anders Tharion Rescued. You rescued Anders Tharion, a young noble that had been kidnapped from Talduth Vale. Whether or not he shows up in your later adventures remains to be seen, but he will surely remember your impact regardless.
2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind none Show

Teilnehmer:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

Playtime:

  • geleitet 6h
  • +2h DM Preparation
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-12 18:30 CCC-GHC-BK1-02 - The Tithes That Bind none Show

Teilnehmer:

(7) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 6/War Cleric 1
(8) Joscho - Berem Callun - Eladrin Spring - Samurai Fighter 8
(5) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 5 - none
(5) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 5 - none
(5) TimoL- Ravenna Fortescue - Aasimar - Grave Cleric 5

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-18 14:00 CCC-GHC-BK1-03 - The Darkest Knight none Show

Teilnehmer:

(9) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 8/War Cleric 1
(10) KaNarlist - Cellica Le`Quella - Elf Divination Wizard 10 - Harpers
(9) Maluku Seito - Sophia - Human (Yuan-Ti) - Spore Druid 9 - EE
(8) thebaconing - Jhank Korth - Lizardfolk - Cleric 8
(10) Arikatzi020 - Ssakiel - Yuan-ti - Colage of Eloquenz Barde 10lvl - none
(5) Trysturm - Pregen Charakter - Halfling Rogue 5 - none

Playtime:

  • geleitet 4h
  • +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.
2023-06-23 19:00 CCC-GHC-BK1-04 - I Am The Fire none Show

Teilnehmer:

(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(6) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 6 - none
(10) Folk2K - Tyla - TCL - Bard10 - none
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(8) KaNarlist - Ahsoka - Air Genasi Monk5/Fighter 3

Playtime:

  • geleitet 3h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

  • 5000gp
  • Rymdyl Spellbook It contains the spells for burning hands, fireball, and conjure minor elementals. Another book that hasn’t completely succumbed to the ravages of time looks to be a journal. Rymdyl’s notes on her magic and life in the village are within. Inscribed in the cover of this journal is the single word written in Draconic, “albatross.”
  • Ring of Fire Resistance Ring, rare (requires attunement), Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

Story Award:

  • Burning Heart of Rymdyl. You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.
2023-07-16 18:30 CCC-GHC-BK1-09_Scavengers none Show

Teilnehmer:

(1) XYZ - Alen Xilrel - High Elf - Wizard 1 - none
(1) MoancatVA - Ol' Granny Smith - Variant Human - Rogue 1 - none
(2) Wogge - Yaalkuxan Vrakshazos (Yazos) - Dragonborn (Metallic) - Bard (/) 2 - none
(2) Arikatzi - Enndlin Hearthfire - Halfling (Stout) - Fighter lvl 2 - none
(1) C0ldW0lf - Gustav - Custom Lineage (Cask Dwarv) - Life Cleric 1 - none

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.
2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar none Show

Teilnehmer:

(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none

Playtime:

geleitet 4.5h
+2h Safety Tools
+1.5h DM Preparation

Loot:

6500gp
1x Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
This item can be found in the Dungeon Master’s Guide.
1x Potion of Healing (2d4+4)
Spell Scrolls: Blink, Fabricate, Major Image
Stout (+2 Longsword)
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.

2023-08-17 19:00 CCC-GHC-BK2-06 Eye of Darkness, Heart of Light none Show

Teilnehmer:

(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10

Playtime:

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

Loot:

2000gp
1x Potion of Climbing
2x Potion of Greater Healing (4d4+4)
The Mind Fortress (Ring of Mind Shielding)
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.
Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

This item can be found in the Dungeon Master’s Guide.

2023-08-18 20:00 CCC-GHC-BK2-04 Wicked Little Things none Show

Teilnehmer:

(2) ZerosWolf - Chiara Vialdi - V. Human - Bard 2 - None
(4) Eklan - Draiden Grewynn - High Elf - Wizard 4
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 - Lord's Alliance
(1) Aragorn_III - Sylas von Drakken - Shifter - Barbarian 1
(2) Flammenklinge - Schattenlilly - Waldelf - Schurke 2- none
(2) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 2 - none

Playtime:

geleitet 4h
+7h DM Preparation
+1h New Player Guidance

Loot:

480gp
1x Potion of Healing (2d4+2)
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection

2023-07-20 20:00 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines none Show

Teilnehmer:

(2) Frederic T. - Vistra Silverstone - Dwarf - Sorcerer 2
(3) Cassiopeia - Zimmy - Gnome - Rogue 4
(1) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 1 - none
(2) Brennjie - Stella, the Lucky - Human (Variant) - Rogue 2 - none
(3) Arikatzi020 - Iris Laevigata - Fairy - Life Domain Cleric lvl 2, Druid lvl 1 - EE
(1) Herr Klamauk - Cryn Funkel - Satyr - Cleric 1 - none
(1) death-bringer - boss mafier - changeling - monk 1 - none

Playtime:

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

Loot:

  • 350gp
  • 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.
2023-07-20 15:00 CCC-GHC-BK1-01_Into_the_Border_Kingdoms none Show

Teilnehmer:

ZerosWolf
Flammenklinge
Death-bringer
Blackbart
Eklan
FoxOnFire

Playtime:

  • geleitet 4.5h
  • +1.5h New Player Guidance
  • +2h Safety Tools

Loot:

  • 245gp
  • Moon-Touched Sword Weapon (longsword), common The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item.
  • Quiver of Ehlonna Wondrous item, uncommon, Table F This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
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.

Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded ▼
2023-05-12 18:30 CCC-GHC-BK1-07 & CCC-GHC-BK1-08 Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Olly - Carrian Avara - High Elf - Cleric 2 - None
(3) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 3- none
(1) Lamianyu (Alina) - Merla Spitzfuß - Halfing (Stout) - Fighter 1 - none
(4) Folk2K - Crazy - Lokathah - Monk - none
(3) Cyrodiil - Eli - Eladrin (Spring) - Bard - none

Playtime:

  • geleitet 7h
  • +1h New Player Guidance
  • +1h Safety Tools

Loot:

  • 240gp CCC-GHC-BK1-07
  • 500gp CCC-GHC-BK1-08
  • Ilmater’s Bleeding Heart (Periapt of Wound Closure) Tier 1, Table F Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. This item is found in the Dungeon Master’s Guide.
  • 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:

  • It’s a Princess Cut. Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same
  • 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.
2023-05-09 18:30 CC-GHC-BK1-06_Legacy_and_Virtue Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Folk2K - Vonin - Shadar-Kai - TW-Cleric 2 - none
(4) JinxedBear - Jonathan van Briarwood - Devils Tounge Tiefling - College Of Eloquence Bard 4 - Harpers
(1) Doravien - Asterius - Fairy - Ranger 1 - none
(4) happy - Adric - High-Elf - Wizard (Order of Scribes) 4 - none
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter - Harper

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 500gp
  • Circlet of Blasting (Wondrous item, uncommon, Table F) This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Story Award:

  • Anders Tharion Rescued. You rescued Anders Tharion, a young noble that had been kidnapped from Talduth Vale. Whether or not he shows up in your later adventures remains to be seen, but he will surely remember your impact regardless.
2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind Show

Teilnehmer:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

Playtime:

  • geleitet 6h
  • +2h DM Preparation
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-12 18:30 CCC-GHC-BK1-02 - The Tithes That Bind Show

Teilnehmer:

(7) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 6/War Cleric 1
(8) Joscho - Berem Callun - Eladrin Spring - Samurai Fighter 8
(5) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 5 - none
(5) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 5 - none
(5) TimoL- Ravenna Fortescue - Aasimar - Grave Cleric 5

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-18 14:00 CCC-GHC-BK1-03 - The Darkest Knight Show

Teilnehmer:

(9) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 8/War Cleric 1
(10) KaNarlist - Cellica Le`Quella - Elf Divination Wizard 10 - Harpers
(9) Maluku Seito - Sophia - Human (Yuan-Ti) - Spore Druid 9 - EE
(8) thebaconing - Jhank Korth - Lizardfolk - Cleric 8
(10) Arikatzi020 - Ssakiel - Yuan-ti - Colage of Eloquenz Barde 10lvl - none
(5) Trysturm - Pregen Charakter - Halfling Rogue 5 - none

Playtime:

  • geleitet 4h
  • +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.
2023-06-23 19:00 CCC-GHC-BK1-04 - I Am The Fire Show

Teilnehmer:

(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(6) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 6 - none
(10) Folk2K - Tyla - TCL - Bard10 - none
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(8) KaNarlist - Ahsoka - Air Genasi Monk5/Fighter 3

Playtime:

  • geleitet 3h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

  • 5000gp
  • Rymdyl Spellbook It contains the spells for burning hands, fireball, and conjure minor elementals. Another book that hasn’t completely succumbed to the ravages of time looks to be a journal. Rymdyl’s notes on her magic and life in the village are within. Inscribed in the cover of this journal is the single word written in Draconic, “albatross.”
  • Ring of Fire Resistance Ring, rare (requires attunement), Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

Story Award:

  • Burning Heart of Rymdyl. You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.
2023-07-16 18:30 CCC-GHC-BK1-09_Scavengers Show

Teilnehmer:

(1) XYZ - Alen Xilrel - High Elf - Wizard 1 - none
(1) MoancatVA - Ol' Granny Smith - Variant Human - Rogue 1 - none
(2) Wogge - Yaalkuxan Vrakshazos (Yazos) - Dragonborn (Metallic) - Bard (/) 2 - none
(2) Arikatzi - Enndlin Hearthfire - Halfling (Stout) - Fighter lvl 2 - none
(1) C0ldW0lf - Gustav - Custom Lineage (Cask Dwarv) - Life Cleric 1 - none

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.
2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar Show

Teilnehmer:

(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none

Playtime:

geleitet 4.5h
+2h Safety Tools
+1.5h DM Preparation

Loot:

6500gp
1x Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
This item can be found in the Dungeon Master’s Guide.
1x Potion of Healing (2d4+4)
Spell Scrolls: Blink, Fabricate, Major Image
Stout (+2 Longsword)
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.

2023-08-17 19:00 CCC-GHC-BK2-06 Eye of Darkness, Heart of Light Show

Teilnehmer:

(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10

Playtime:

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

Loot:

2000gp
1x Potion of Climbing
2x Potion of Greater Healing (4d4+4)
The Mind Fortress (Ring of Mind Shielding)
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.
Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

This item can be found in the Dungeon Master’s Guide.

2023-08-18 20:00 CCC-GHC-BK2-04 Wicked Little Things Show

Teilnehmer:

(2) ZerosWolf - Chiara Vialdi - V. Human - Bard 2 - None
(4) Eklan - Draiden Grewynn - High Elf - Wizard 4
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 - Lord's Alliance
(1) Aragorn_III - Sylas von Drakken - Shifter - Barbarian 1
(2) Flammenklinge - Schattenlilly - Waldelf - Schurke 2- none
(2) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 2 - none

Playtime:

geleitet 4h
+7h DM Preparation
+1h New Player Guidance

Loot:

480gp
1x Potion of Healing (2d4+2)
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection

2023-07-20 20:00 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines Show

Teilnehmer:

(2) Frederic T. - Vistra Silverstone - Dwarf - Sorcerer 2
(3) Cassiopeia - Zimmy - Gnome - Rogue 4
(1) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 1 - none
(2) Brennjie - Stella, the Lucky - Human (Variant) - Rogue 2 - none
(3) Arikatzi020 - Iris Laevigata - Fairy - Life Domain Cleric lvl 2, Druid lvl 1 - EE
(1) Herr Klamauk - Cryn Funkel - Satyr - Cleric 1 - none
(1) death-bringer - boss mafier - changeling - monk 1 - none

Playtime:

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

Loot:

  • 350gp
  • 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.
2023-07-20 15:00 CCC-GHC-BK1-01_Into_the_Border_Kingdoms Show

Teilnehmer:

ZerosWolf
Flammenklinge
Death-bringer
Blackbart
Eklan
FoxOnFire

Playtime:

  • geleitet 4.5h
  • +1.5h New Player Guidance
  • +2h Safety Tools

Loot:

  • 245gp
  • Moon-Touched Sword Weapon (longsword), common The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item.
  • Quiver of Ehlonna Wondrous item, uncommon, Table F This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
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.

Date Adventure Title Session XP GP Downtime Renown Missions Hours Character Rewarded ▼
2023-05-12 18:30 CCC-GHC-BK1-07 & CCC-GHC-BK1-08 9 Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Olly - Carrian Avara - High Elf - Cleric 2 - None
(3) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 3- none
(1) Lamianyu (Alina) - Merla Spitzfuß - Halfing (Stout) - Fighter 1 - none
(4) Folk2K - Crazy - Lokathah - Monk - none
(3) Cyrodiil - Eli - Eladrin (Spring) - Bard - none

Playtime:

  • geleitet 7h
  • +1h New Player Guidance
  • +1h Safety Tools

Loot:

  • 240gp CCC-GHC-BK1-07
  • 500gp CCC-GHC-BK1-08
  • Ilmater’s Bleeding Heart (Periapt of Wound Closure) Tier 1, Table F Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. This item is found in the Dungeon Master’s Guide.
  • 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:

  • It’s a Princess Cut. Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same
  • 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.
2023-05-09 18:30 CC-GHC-BK1-06_Legacy_and_Virtue 5 Show

Teilnehmer

(4) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 4
(2) Folk2K - Vonin - Shadar-Kai - TW-Cleric 2 - none
(4) JinxedBear - Jonathan van Briarwood - Devils Tounge Tiefling - College Of Eloquence Bard 4 - Harpers
(1) Doravien - Asterius - Fairy - Ranger 1 - none
(4) happy - Adric - High-Elf - Wizard (Order of Scribes) 4 - none
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter - Harper

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 500gp
  • Circlet of Blasting (Wondrous item, uncommon, Table F) This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Story Award:

  • Anders Tharion Rescued. You rescued Anders Tharion, a young noble that had been kidnapped from Talduth Vale. Whether or not he shows up in your later adventures remains to be seen, but he will surely remember your impact regardless.
2023-05-20 18:30 CCC-GHC-BK1-02 - The Tithes That Bind 9 Show

Teilnehmer:

(10) Joscho - Estoc Harvester - Autognome - Arteficer - Level 10
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(6) Ineverexist - Auron Stormbound - Aaracokra - Ranger Gloomstalker 6
(7) TimoL - Zoey Fortescue - Necromancy Wizard 7 - Harper
(6) Cyrodiil - Eli - Spring Eladrin - Bard 6 - none
(9) JinxedBear - Morgan Francis Rackham - Human (T.C.L) - Inquisitive Rogue 6, Battle Master Fighter 3 - Harpers

Playtime:

  • geleitet 6h
  • +2h DM Preparation
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-12 18:30 CCC-GHC-BK1-02 - The Tithes That Bind 5 Show

Teilnehmer:

(7) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 6/War Cleric 1
(8) Joscho - Berem Callun - Eladrin Spring - Samurai Fighter 8
(5) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 5 - none
(5) happy - Lord Baros - Halfling (Lightfoot) - Rogue (Inquisitive) 5 - none
(5) TimoL- Ravenna Fortescue - Aasimar - Grave Cleric 5

Playtime:

  • geleitet 4h
  • +1h Safety Tools

Loot:

  • 5000gp
  • Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement), Table G This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
  • Mardin's Spellbook Mundane Item The binding of this tome is torn and worn, with scratches and rips on the front and back. It is rather non-descript, but many of the pages without spells are filled with insane sketches of cruel, alien beasts. Pages without sketches or spells are filled with nonsensical scribblings and ravings of a mad man. Due to Mardin's twisted mind, scribing the spells from this spellbook into your own are more difficult than normal. The Savant class feature from a wizard's particular Arcane Tradition may not be used when copying spells from this book (see the Your Spellbook sidebar in the Player's Handbook on pg 114). Mardin's spellbook contains the following spells: 1st level: fog cloud, mage armor, magic missile 2nd level: blindness/deafness, Melf's acid arrow, see invisibility 3rd level: animate dead, fireball, counterspell 4th level: vitriolic sphere
  • 1x Spell Scroll of Dimension Door
  • 4x Vial of Holy Water

Story Award:

  • Champion of All Souls You heroically defended the Church of All Souls in the Border Kingdom town of Emrys against an attack from foul undead creatures. The clergy of all the different faiths that worship there are greatly indebted to you. Whenever you are adventuring in or around the town of Emrys, you may visit the Church of All Souls, and, regardless of your faith, request one spell a day from the Spellcasting Services table for free (as if you had the Acolyte Background). The only cost paid for the spell is the base price for the consumed material component, if any is required. Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future.
2023-06-18 14:00 CCC-GHC-BK1-03 - The Darkest Knight 5 Show

Teilnehmer:

(9) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 8/War Cleric 1
(10) KaNarlist - Cellica Le`Quella - Elf Divination Wizard 10 - Harpers
(9) Maluku Seito - Sophia - Human (Yuan-Ti) - Spore Druid 9 - EE
(8) thebaconing - Jhank Korth - Lizardfolk - Cleric 8
(10) Arikatzi020 - Ssakiel - Yuan-ti - Colage of Eloquenz Barde 10lvl - none
(5) Trysturm - Pregen Charakter - Halfling Rogue 5 - none

Playtime:

  • geleitet 4h
  • +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.
2023-06-23 19:00 CCC-GHC-BK1-04 - I Am The Fire 5 Show

Teilnehmer:

(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(6) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 6 - none
(10) Folk2K - Tyla - TCL - Bard10 - none
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(8) KaNarlist - Ahsoka - Air Genasi Monk5/Fighter 3

Playtime:

  • geleitet 3h
  • +1h Safety Tools
  • +1h DM Preparation

Loot:

  • 5000gp
  • Rymdyl Spellbook It contains the spells for burning hands, fireball, and conjure minor elementals. Another book that hasn’t completely succumbed to the ravages of time looks to be a journal. Rymdyl’s notes on her magic and life in the village are within. Inscribed in the cover of this journal is the single word written in Draconic, “albatross.”
  • Ring of Fire Resistance Ring, rare (requires attunement), Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

Story Award:

  • Burning Heart of Rymdyl. You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl.
2023-07-16 18:30 CCC-GHC-BK1-09_Scavengers 10 Show

Teilnehmer:

(1) XYZ - Alen Xilrel - High Elf - Wizard 1 - none
(1) MoancatVA - Ol' Granny Smith - Variant Human - Rogue 1 - none
(2) Wogge - Yaalkuxan Vrakshazos (Yazos) - Dragonborn (Metallic) - Bard (/) 2 - none
(2) Arikatzi - Enndlin Hearthfire - Halfling (Stout) - Fighter lvl 2 - none
(1) C0ldW0lf - Gustav - Custom Lineage (Cask Dwarv) - Life Cleric 1 - none

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.
2023-07-23 15:30 CCC-GHC-BK1-05_For_the_Glory_of_Bloutar 8 Show

Teilnehmer:

(10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7 Hexblade Worlock 3 - Zhentarim
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Domain Cleric 5 - EE
(10) C0ldW0lf - Kaito - Shadar-Kai - Samurai Fighter 9/War Cleric 1
(7) Dixer - Sharkac - Hobgoblin - Path of the Totem Warrior Barbarian 7 - none
(7) Folk2K - Quia -TCL - Arti5 Wiz2- Force Grey
(8) WasabiPrime - Ticktock - Faery - Warlock 2 / Wizard 6 - none

Playtime:

geleitet 4.5h
+2h Safety Tools
+1.5h DM Preparation

Loot:

6500gp
1x Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
This item can be found in the Dungeon Master’s Guide.
1x Potion of Healing (2d4+4)
Spell Scrolls: Blink, Fabricate, Major Image
Stout (+2 Longsword)
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.

2023-08-17 19:00 CCC-GHC-BK2-06 Eye of Darkness, Heart of Light 8 Show

Teilnehmer:

(6) happy - Lord Baros - Lightfoot Halfling - Rogue (Inquisitive) 6
(7) Echo - Zain Ravenheart - Lightfood Halfling - Soulknife Rogue 4 Twilight Cleric 1 Fighter 2
(10)Arikatzi020 - Sylriel Sunriver - Aasimar - Hunter Ranger 5, War Cleric lvl 5 - Emerald Enclave
(10) Christian K. - M'Tembezi - Tabaxi - Cleric 7 Ranger 3
(10) Ineverexist - Jarro Greyward - Kenku - Wizard Necromancer 10

Playtime:

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

Loot:

2000gp
1x Potion of Climbing
2x Potion of Greater Healing (4d4+4)
The Mind Fortress (Ring of Mind Shielding)
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.
Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

This item can be found in the Dungeon Master’s Guide.

2023-08-18 20:00 CCC-GHC-BK2-04 Wicked Little Things 12 Show

Teilnehmer:

(2) ZerosWolf - Chiara Vialdi - V. Human - Bard 2 - None
(4) Eklan - Draiden Grewynn - High Elf - Wizard 4
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 - Lord's Alliance
(1) Aragorn_III - Sylas von Drakken - Shifter - Barbarian 1
(2) Flammenklinge - Schattenlilly - Waldelf - Schurke 2- none
(2) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 2 - none

Playtime:

geleitet 4h
+7h DM Preparation
+1h New Player Guidance

Loot:

480gp
1x Potion of Healing (2d4+2)
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection

2023-07-20 20:00 CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines 7 Show

Teilnehmer:

(2) Frederic T. - Vistra Silverstone - Dwarf - Sorcerer 2
(3) Cassiopeia - Zimmy - Gnome - Rogue 4
(1) Dixer - Kragor Drachenherz - Hobgoblin - Barbarian 1 - none
(2) Brennjie - Stella, the Lucky - Human (Variant) - Rogue 2 - none
(3) Arikatzi020 - Iris Laevigata - Fairy - Life Domain Cleric lvl 2, Druid lvl 1 - EE
(1) Herr Klamauk - Cryn Funkel - Satyr - Cleric 1 - none
(1) death-bringer - boss mafier - changeling - monk 1 - none

Playtime:

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

Loot:

  • 350gp
  • 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.
2023-07-20 15:00 CCC-GHC-BK1-01_Into_the_Border_Kingdoms 8 Show

Teilnehmer:

ZerosWolf
Flammenklinge
Death-bringer
Blackbart
Eklan
FoxOnFire

Playtime:

  • geleitet 4.5h
  • +1.5h New Player Guidance
  • +2h Safety Tools

Loot:

  • 245gp
  • Moon-Touched Sword Weapon (longsword), common The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item.
  • Quiver of Ehlonna Wondrous item, uncommon, Table F This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
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.