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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
2023-08-17 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]

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Story Award:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

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

Teilnehmer:

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

Playtime:

geleitet 7h

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

Charakter-Deaths:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Teilnehmer:

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

Playtime:

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

Loot:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

2024-04-15 19:55 DM Reward advancement Prof. Alastor Jones Show

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

Teilnehmer:

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

Playtime:

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

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-04-20 15:00 DM Reward advancement Show

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Notes: Spellcaster, Damage, Combat

2024-04-21 12:50 DM Reward advancement Show

Reward:

Price: 5 hours
...
250gp
Moon-Touched Longsword
Weapon (any sword), common
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.

Charakter Changes:

Fighting Style - Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Date Adventure Title Session ▲ ACP TCP Downtime Renown GP Character Rewarded
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]

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Story Award:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

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

Teilnehmer:

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

Playtime:

geleitet 7h

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

Charakter-Deaths:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Teilnehmer:

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

Playtime:

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

Loot:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

2024-04-15 19:55 DM Reward 20000 Prof. Alastor Jones Show

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

Teilnehmer:

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

Playtime:

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

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-04-20 15:00 DM Reward 2500 Show

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Notes: Spellcaster, Damage, Combat

2024-04-21 12:50 DM Reward 250 Show

Reward:

Price: 5 hours
...
250gp
Moon-Touched Longsword
Weapon (any sword), common
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.

Charakter Changes:

Fighting Style - Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Date Adventure Title Session ▲ XP GP Downtime Renown Missions Hours Character Rewarded
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]

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Story Award:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

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

Teilnehmer:

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

Playtime:

geleitet 7h

Loot:

25.000gp
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
* animal friendship (1 charge)
* awaken (5 charges)
* barkskin (2 charges)
* locate animals or plants (2 charges)
* speak with animals (1 charge)
* speak with plants (3 charges)
* wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

Charakter-Deaths:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

Teilnehmer:

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

Playtime:

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

Loot:

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

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

Teilnehmer:

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

Playtime:

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

Loot:

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

2024-04-15 19:55 DM Reward 20000 -40 Prof. Alastor Jones Show

Reward:

Price: 20 hours
...
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

Teilnehmer:

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

Playtime:

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

Loot:

1650gp
1x Spell Scroll: Clairvoyance
1x Spell Scroll: Greater Restoration
...
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Hill Giant Strength
Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

2024-04-20 15:00 DM Reward 2500 -10 Show

Reward:

Price: 10 hours
...
2500gp
Wand of Fireballs
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Notes: Spellcaster, Damage, Combat

2024-04-21 12:50 DM Reward 250 -5 Show

Reward:

Price: 5 hours
...
250gp
Moon-Touched Longsword
Weapon (any sword), common
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.

Charakter Changes:

Fighting Style - Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.