DM Log Entries

Total Hours:
385

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
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault advancement Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness advancement Prof. Alastor Jones Show

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

2023-03-28 16:00 DM Reward advancement Aster Grünzweig Show

Reward:

Price: 20 hours
.....
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spell. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Animal Friendship (1 charge)
Awaken (5 charges)
Barkskin (2 charges)
Locate Animals or Plants (2 charges)
Speak with Animals (1 charge)
Speak with Plants (3 charges)
Wall of Thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Spell Attacks, Bonus: Magic, Druid, Creation, Control, Communication, Detection, Warding
.....
+2.500 gp
+1 Level

Charakter Changes:

Level Up - Druid level 10
Elemental Wild Shape

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.

Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness 48730 Prof. Alastor Jones Show

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

2023-03-28 16:00 DM Reward 2500 Aster Grünzweig Show

Reward:

Price: 20 hours
.....
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spell. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Animal Friendship (1 charge)
Awaken (5 charges)
Barkskin (2 charges)
Locate Animals or Plants (2 charges)
Speak with Animals (1 charge)
Speak with Plants (3 charges)
Wall of Thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Spell Attacks, Bonus: Magic, Druid, Creation, Control, Communication, Detection, Warding
.....
+2.500 gp
+1 Level

Charakter Changes:

Level Up - Druid level 10
Elemental Wild Shape

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.

Date Adventure Title Session XP GP Downtime Renown Missions Hours Character Rewarded
2024-08-13 19:00 DDHC-KftGV-08 Vidorant's Vault 4480 0 Prof. Alastor Jones Show

Teilnehmer:

(10) Echo - Flyneon Stargazer - Ghostwise Halfling - Druid: Circle of Stars 10 - Emerald Enclave/GV
(8) WasabiPrime - Silk - Changeling - Rogue: Arcane Trickster 8
(10) Jannis D. - Sir Taki - Human - Bard: College of Lore 10
(7) Jarlsson – Hohepriester Balin – Hill Dwarf – Cleric: Forge Domain 5 / Artificer 2 – Golden Vault
(10) Ineverexist - Sam - Amethyst Dragonborn - Ranger: The Drakewarden 10
...
DM Reward "as if you were a player"
Asigned to Prof. Alastor https://www.adventurersleaguelog.com/users/41558/characters/104818

Loot:

22.400gp (4.480gp/Person)
Spell Scrolls: Charm person, Cure wounds, Detect magic, Dispel magic, False life, Identify, Invisibility, Lesser restoration and Nondetection
Spell Scroll of Sequester
Scroll, very rare
Save DC 18, Attack Bonus +10
5x Acid Vials
1x Potion of Water breathing
1x Potion of Animal Friendship
1x Potions of Greater Healing (4d4+4)
2x Potions of Resistance (Fire & Poison)
...
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Golden Vault Reward:

Atlas of Endless Horizons
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

2025-02-27 19:30 Keys from the Golden Vault - Fire and Darkness 48730 Prof. Alastor Jones Show

Teilnehmer:

(12) Karrakasz - Nemos Ladis - Earth Genasi - Oath of Glory Paladin 12 - none
(16) JinxedBear - Carlos Martínez - Human - Draconic Sorcerer 16 - Harpers
(13) Raimundo_O - Elenara of the Yellow Angels - High Elf - Twilight Domain Cleric 10 / Stars Druid 3 - Order of the Gauntlet
(16) Echo - Hiro Mareo und natürlich Pebble - Tabaxi (Kitsune) - Battlesmith (Golemancer) Artificer 16 - Samsara
(11) C0ldW0lf - Sophurr Ri'ing - Orc - Life Cleric 11 - Order of the Gauntlet

Playtime:

No Time
Rewarded: As if you were a Player

Loot:

48.730gp
1x Potion of Fire Resistance
...
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Adventure Rewards:

For the Golden Vault
Arcane Grimoir, +3
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

2023-03-28 16:00 DM Reward 2500 -20 Aster Grünzweig Show

Reward:

Price: 20 hours
.....
Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spell. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
Animal Friendship (1 charge)
Awaken (5 charges)
Barkskin (2 charges)
Locate Animals or Plants (2 charges)
Speak with Animals (1 charge)
Speak with Plants (3 charges)
Wall of Thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Notes: Bonus: Spell Attacks, Bonus: Magic, Druid, Creation, Control, Communication, Detection, Warding
.....
+2.500 gp
+1 Level

Charakter Changes:

Level Up - Druid level 10
Elemental Wild Shape

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.