The Halloween Event
[01] How to get DIY Tokens?// As a Player
You get 1 token for each session you play.
// As a DM
You get 3 tokens for each session you host.
- Minimum time for the session to count is 3 hours.
- Tokens collected and rewards restrictions are player based, not character based.
- Playing/Hosting 6 hours or more counts as 2 sessions.
- The Cosmic Calendar and any double rewards doesn't count as double for event progression.
- To buy a certain reward, it needs to be logged in the event channel. You can either use the Log Tool below to make the log, or use the template provided in the event channel.
[03] Log Tool
Total Tokens
0
Cart is empty
| Items | Price (Tokens) | Notes |
|---|---|---|
| (DISCOUNT) Choose a halloween or witch's brew effect you want | 1 Tokens | Can be bought only once (Can be bought only once before the end of October). |
| (DISCOUNT) Extra double session for DM | 3 Tokens | For the Cosmic Calendar (Can be bought only once before the end of October) |
| (DISCOUNT) Double reward for 1 session Played | 3 Tokens | Log 1 session played of your choice twice that happened during the event (Can be bought only once before the end of October) |
| (DISCOUNT) this is great and all, but i only care about gp | 2 Tokens | 1,000 GP x the chosen character tier (claimed on one character) (Can be bought only once before the end of October) |
| A roll on the halloween effects table | 1 Token | You can find the list at the bottom of this page! |
| Choose a halloween or witch's brew effect you want | 3 Tokens | Can be bought only twice per table. |
| Enhancement Rune (+1) | 3 Tokens | (The item becomes Tier 2+ if it's tier is lower) Engrave this rune onto any Weapon/Armor/Shield, turning its bonus into +1. The Weapon/Armor/Shield must have no existing bonuses. Cannot be applied to non-attunement items or artifacts. |
| Enhancement Rune (+2) | 6 Tokens | (The item becomes Tier 3+ if it's tier is lower) Engrave this rune onto any Weapon/Armor/Shield, turning its bonus into +2. Can be used to upgrade an existing +1 Inscription or a Weapon/Armor/Shield that already has a +1. Cannot be applied to non-attunement items or artifacts. |
| Enhancement Rune (+3) | 9 Tokens | (The item becomes Tier 4+ if it's tier is lower) Engrave this rune onto any Weapon/Armor/Shield, turning its bonus into +3. Can be used to upgrade an existing +2 Inscription or a Weapon/Armor/Shield that already has a +2. Cannot be applied to non-attunement items or artifacts. |
| Special Halloween role with a Halloween icon too! | 5 Tokens | Spooky Skelly, Halloween enthusiast (stays till next Halloween) |
| Giving one of your items Sentience | 5 Tokens | You determine its alignment by rolling a d6 twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil. (costs 7 if want a certain alignment) |
| i dont give a f*@k, gimme my prestige points | 15 Tokens | 50 prestige points (can be bought up to two times max). |
| this is great and all, but i only care about gp | 4 Tokens | 1,000 GP x the chosen character tier (claimed on one character). (can be bought up to a number equal to the character tier). |
| I don't DM, so all i need is DTP | 4 Tokens | 25 DTP x the chosen character tier (claimed on one character). (can be bought up to a number equal to the character tier). |
| Statuette of Saint Markovia | 10 Tokens | Event special item (for Neutral or Evil alignment). Can't be bought by Velvet. |
| Extra double session for DM | 5 Tokens | For the Cosmic Calendar. |
| Double reward for 1 session Played | 6 Tokens | Log 1 session played of your choice twice that happened during the event. |
| Extra respec | 20 Tokens | Lasts until the next reset on January 1st. |
| Auto success on crafting 1 item | 3 Tokens | — |
🍬 Note on Treats: When eaten, a Treat bestows its listed effect. This effect can be removed by a Remove Curse spell if the character is willing.
| # | Type | Name | Description |
|---|---|---|---|
| 01 | Treat | Bioluminescent Glow | Your body, or a specific region of your skin of your choice, sheds a soft bioluminescent glow. |
| 02 | Treat | Scaled Skin | Small, glossy serpent scales coat patches of your skin that feel cool to the touch. Your skin can magically absorb a set of armor you touch, granting you all the armor's benefits and properties as if you were wearing it (Mechanically behaves as if you're wearing the armor). |
| 03 | Treat | Fang Nails | Your fingernails lengthen and harden into translucent, fanglike tips. Your unarmed strikes with your hands deal slashing damage instead of bludgeoning damage. |
| 04 | Treat | Gorgon Locks | Your hair transforms into a mass of small, docile snakes that shift, coil, and hiss harmlessly of their own accord. |
| 05 | Treat | Severed Shadow | You can detach your shadow and control its movement up to 30 feet away from you. If it moves beyond 30 feet, it immediately snaps back beneath your feet. |
| 06 | Treat | Forked Tongue | Your tongue permanently splits into a long, slender serpent's tongue. |
| 07 | Treat | Serpent Eyes | Your pupils narrow into vertical slit pupils, allowing you to perceive a broader light spectrum, including near infrared and ultaviolet (thematic only, no mechanical effects). |
| 08 | Treat | Numb Vitality | You lose the physical sensation of pain. All mechanical effects, conditions, and damage apply to you as normal. |
| 09 | Treat | Cold-Blooded Band | You cannot express or project emotion, appearing completely detached, impassive, and unreadable. |
| 10 | Treat | Headless Mantle | Your head becomes completely invisible, granting you advantage on Charisma (Deception) checks made to play dead. |
| 11 | Treat | Fiend Horns | A pair of demonic horns sprouts from your head, or your existing horns grow dramatically longer (or sprout a second pair). You can make unarmed strikes with them, dealing piercing damage instead of bludgeoning damage. |
| 12 | Treat | Imp Tail | You grow a long, sinuous devil's tail capable of manipulating small objects, functioning identically to the Mage Hand cantrip. |
| 13 | Treat | Death Visage | The flesh melts away from your face into pure illusion, leaving behind what appears to be a bare, hollow-eyed skull. |
| 14 | Treat | Gargoyle Hover | Batlike wings sprout from your back, causing you to float roughly one inch above the ground. This does not grant true flight and cannot carry you across gaps or bodies of water. |
| 15 | Treat | Emotive Ears | A creature-ear headband (and optional tail) that twitches, swivels, and moves in direct reaction to your genuine emotional state. |
| 16 | Treat | Severing Garter | you can painlessly detach a limb, manipulating up to 5 feet from your body, and snapped cleanly back in place. |
| 17 | Treat | Subdermal Grub | A harmless, spectral maggot nests beneath your skin, stitching up ruptures and providing a +1 bonus to death saving throws (does not stack with itself). |
| 18 | Treat | Third Eye | A functional third eye opens upon a location on your body of your choice. |
| 19 | Treat | Secondary Maw | A second, working mouth opens upon a location on your body of your choice. It cannot be used to cast spells with verbal components. |
| 20 | Trick | Phantom Pull | You can make a loose object weighing up to 10 pounds within 5 feet fly to your open hand, carried through the air by faint, spectral snakes. |
| 21 | Trick | Slumber Viper | A tiny spectral snake slips beneath your garments. It can administer a painless nip to willing creatures, delivering a calming venom that relieves anxiety, promotes relaxation, and induces mild drowsiness. |
| 22 | Trick | Trick Dagger | A novelty spring-loaded dagger whose blade retracts into the hilt on impact, leaving the dramatic illusion of a mortal stab wound via a hidden trigger or command word. |
| 23 | Trick | Pocket Captive | A magically miniaturized humanoid contained within a tiny, ornate cage. If the cage is opened or destroyed, the captive instantly perishes beyond the reach of revivification magic. |
| 24 | Trick | Marionette Skeleton | A miniature skeleton articulated with wire and twine. When night falls, it gains autonomous movement, possessing 1 Hit Point and an Armor Class of 1. |
| 25 | Trick | Starry Shore map | A delicate glass orb resting in a silver serpent’s coils, containing a living, pocket-sized replica of the Starry Shore adrift in the Astral Sea. Tiny portals shimmer across its surface, and holding it to the ear reveals faint echoes of distant marketplace chatter and bells. |
| 26 | Trick | Starry Ring (Left Heart) | An Astral ring set with a cut ruby. The stone pulses with warm light whenever its twin (Right Heart) is near, allowing both wearers to sense each other's emotional state while shifting color from green to red based on the partner's remaining hit points. |
| 27 | Trick | Starry Ring (Right Heart) | An Astral ring set with a cut ruby. The stone pulses with warm light whenever its twin (Left Heart) is near, allowing both wearers to sense each other's emotional state while shifting color from green to red based on the partner's remaining hit points. |
| 28 | Treat | Fuzzy Hide | Your skin magically transforms into a layer of soft fur of a color and pattern of your choice. The fur provides a warmth and feels pleasant to the touch. You can choose whether it covers your entire body or only patches of your choice, the fur is purely cosmetic and grants no additional benefits. |
Witch's Brew Table
| Roll | Witch's Brew Effect |
|---|---|
| 1 | The item transforms into a spectral animal (or a tiny humanoid if the item is sentient) that follows you around. It has no physical form, cannot interact with the world, and you can make it instantly snap back into its position as a normal item the moment initiative is rolled. |
| 2 | A mouth appears on the item. It can eat normal food (which dissolves harmlessly) and will demand a snack after every battle. |
| 3 | The item hovers and floats within 5 feet of you, under your control. (mechanically, the item still occupies your active hand or equipment exactly as if you were physically holding or wearing it.) |
| 4 | Tiny, harmless wildflowers briefly sprout in the footsteps of whoever holds or wears the item, fading and crumbling to dust after a minute. |
| 5 | Faint, semi-transparent purple runes resembling dramatic sound effects float around you when you strike a pose that includes the item. |
| 6 | Wisps of dark, ink-like shadows constantly drip from the bottom of the item, dissolving before they hit the ground. |
| 7 | Tiny, harmless arcs of blue lightning crackle along the item’s surface. |
| 8 | The item is constantly surrounded by harmless, heatless black flames that do not burn or damage anything. |
| 9 | When the item is left unused for more than an hour, a small, illusory "Zzz" bubble floats up from it. |
| 10 | The item causes a flurry of illusory cherry blossom petals to drift around the wielder. |
| 11 | A soft breeze rustles the user's hair and clothing whenever the item is drawn. |
| 12 | Placing the item on a surface causes an intricate glowing magic circle to appear beneath it. |
| 13 | Tiny flowers temporarily bloom along the item's edges. |
| 14 | The surface of the item seems to absorb light, making its fine details difficult to focus on in direct light. |
| 15 | The item is made of bones. You can add a bone from any slain creature, which visually merges into its skeletal design. |
| 16 | The item is made of flowing water that magically holds its solid shape. It leaves harmless, splash-like ripples in the air when moved. |
| 17 | The item is made of shifting, heatless fire. It emits embers but cannot burn anything, and it doesn't emit any light beyond its own space |
| 18 | The item is made of dense, swirling smoke that retains a solid shape. It leaves harmless vapor trails but cannot obscure vision. |
| 19 | The item is made of floating, interlocking stone or crystal fragments. It functions normally with zero changes to its weight, strength, or durability. |
| 20 | The item is made of solid, unmelting ice that constantly emits a cold mist. |
| 21 | The item is made of solidified, pitch-black darkness. It leaves a trailing void aesthetic when swung. |
| 22 | Any gemstones on the item glow and shift color based on your current mood (e.g., fiery red for anger, sparkling gold for excitement). |
| 23 | The item looks like a colorful toy or plushie. It functions normally, with zero changes to its stats, weight, or damage. |
| 24 | The item replaces one of your hands, fusing directly to your arm like a mechanical prosthetic. If the item normally requires being held, that hand is considered permanently occupied. |
| 25 | The item replaces one of your legs, fusing directly to your leg like a mechanical prosthetic. If the item normally requires being held in order to function, one of your hands is considered permanently occupied to mentally "steer" it. |
| 26 | The item replaces one of your eyes, glowing with a faint magic circle. If the item normally requires being held, one of your hands is considered permanently occupied (as if focusing its energy). |
| 27 | The item grumbles and mutters quiet complaints about your combat and life choices. |
| 28 | The item is made of intricately folded origami paper or parchment. It functions normally with zero changes to its weight, strength, or durability. |
| 29 | While on your person, the item teleports directly into your hand instead of being physically drawn. This is purely visual and still requires the standard action economy to draw or stow. |
| 30 | The item appears as an intricate tattoo covering at least one of your limbs. If the item normally requires being held in order to function, one of your hands is considered permanently occupied (as if channeling energy through the ink). |
| 31 | The item becomes a coloured liquid of your choice when held, while still retaining its previous form. Each time it performs its intended action, an illusory splash of liquid appears within 2 feet of the item. |
Sir Owly the 2nd, the Starry Shore Mascot
Armor Class 15 (magical cape)
Hit Points 10 (3d6)
Speed 5 ft., Fly 60 ft (hover)
Initiative +1
Hit Points 10 (3d6)
Speed 5 ft., Fly 60 ft (hover)
Initiative +1
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) | 14 (+2) | 12 (+1) |
Saving Throws Int +3, Wis +4, Cha +3
Skills Perception +6, Stealth +4
Senses Darkvision 120 ft, Passive Perception 15
Languages Common, telepathy 30 ft.
Challenge 0 (PB +2)
Skills Perception +6, Stealth +4
Senses Darkvision 120 ft, Passive Perception 15
Languages Common, telepathy 30 ft.
Challenge 0 (PB +2)
Traits
Sir Owly's Errata. Once per long rest, when the creature who has Sir Owly as their familiar fails a skill check, they can reroll the d20. They must use the new roll.
Sir Owly quickly scribbles a correction in his tome, subtly editing the mistakes of your latest endeavor.
Sir Owly quickly scribbles a correction in his tome, subtly editing the mistakes of your latest endeavor.
Actions
Die-rect Hit.Ranged Spell Attack: Automatically hits one creature Sir Owly can see within 20 feet. Hit: 1d4 + 1 force damage.
Sir Owly's Starry Embrace (1/day). In a moment of danger, there is a 1% chance Sir Owly channels a divine presence. Describe the assistance you seek; the DM chooses the nature of the intervention (any spell effect is appropriate). If the gods intervene, this feature is unavailable for 7 days. Otherwise, it resets in 24 hours.
The Starry Shore
