Adventure Logsheet
Race: Aasimar (MpMM) Ability Scores: Point Buy: STR 14 DEX 08 CON 15 INT 08 WIS 10 CHA 15 (b) Choose three different +1 +1 STR, +1 CON, +1 CHA Size: Medium Speed: 30 ft. Darkvision You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Celestial Revelation When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest. Radiant Soul Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. Languages: Common, Giant Background: Outlander (PHB) Skill Proficiencies: Athletics, Survival Skill Swap: Athletics ---> Perception Tool Proficiencies: One type of musical instrument Proficiencies Swap: Musical Instrument ---> Vehicles (Land) Languages: One of your choice Draconic Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Specialty You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. Guide Aditional Feat: Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Paladin Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st Proficiencies Armor: light armor, medium armor, heavy armor, shields Weapons: simple weapons, martial weapons Saving Throws: Wisdom, Charisma Skills: Athletics, Persuasion Starting Equipment (b) two martial weapons 2x Handcrossbow (b) any simple melee weapon Mace (b) an explorer's pack Chain mail and a holy symbol
*** TRADE ENTRY ***
Item Sold: 2x Handcrossbow +75 GP 1x Mace + 2,5 GP Purchased: Axebeak -50 GP Sled -20 GP
Teilnehmer: (1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 (1) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1 (1) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 1 (1) Yaidz - Kylan Bloodchaser - Goliath - Cleric 1 (1) Frederic - Elric - Human - Wizard 1 Starting the Adventure: The players have come to Bryn Shander at the behest of Speaker Duvessa Shane and the Council of Speakers to aid Ten-Towns. Shortly after arriving, the party has encountered a wounded Crag Cat, that has made its way into town in desperation for pray and begun eating away at a frozen-to-death fishermans corpse and bounty. The party managed to dispatch the beast non-lethally and released it into the wilderness. Sherrif Markham Southwell, alerted by the fleeing bystanders, has commended the party for their quick and sensible judgement and initiative and offered to accompany them to the town hall meeting. Quests: Main-Story Quest: Cold-Hearted Killer A serial killer has descended upon the Ten-Towns. They have slain three prominent figures in three separate towns: Bryn Shander, Easthaven, and Targos. They leave a distinctive calling card in their victim’s chests: a knife, made entirely out of black ice. With the Ten-Towns divided by the stress of the Rime, concerned officials stand little chance of stopping the killer in time before they claim their next victim. Hlin Trollbane, a retired veteran and bounty-hunter, has taken it upon herself to investigate the recent murders because no one else—not even the Council of Speakers—can be bothered. She has asked the party to help her take down her only suspect: a man named Sephek Kaltro. “Sephek Kaltro works for a small traveling merchant company called Torg’s, owned and operated by a shady dwarf named Torrga Icevein. In other words, Sephek gets around. He’s charming. Makes friends easily. He’s also Torrga’s bodyguard, so I’m guessing he’s good with a blade." “His victims come from the only three towns that sacrifice people to the Frostmaiden on nights of the new moon. This is what passes for civilized behavior in Icewind Dale. Maybe the victims found a way to keep their names out of the drawings and Sephek found out they were cheating, so he killed them. Maybe, just maybe, Sephek is doing the Frostmaiden’s work." “I followed Torg’s for a tenday as it moved from town to town. Quite the devious little enterprise, but that’s not my concern. What struck me is how comfortable Sephek Kaltro looked in this weather. No coat, no scarf, no gloves. It was like the cold couldn’t touch him. Kiss of the Frostmaiden, indeed." “I will pay you a hundred gold pieces to apprehend Sephek Kaltro, ascertain his guilt, and deal with him, preferably without involving the authorities. When the job is done, return to me to collect your money.” Reward: 100gp Sidequests: Foaming Mugs. Three frostbitten shield dwarves approached the characters in the snow-covered street, Hruna, Korux and Storn. They were due for an iron shipment for their forge, the "Blackiron Blades", but on their way from Kelvin's Cairn got ambushed by a peticularly violent Red Yeti. Their brother Oobok got brutally killed and now they're missing 600 pounds worth of iron for Bryn Shander forges. She promised the party a bag of gems worth 50gp each per Charakter, if they agree to bring back the missing sled and wares. After being held off for a few hours by a blizzard, the party found Oobok's body, aswell as traces of the sled and around half a dozen goblin tracks left in the snow. Having dealt with the looters, Goblinboss Izobai surrendered and begrudgingly fled with the survivors to their fortress of Karkolohk. Treasure: Izobai carried two potions of animal friendship and a sealskin pouch containing 13 sp, 25 cp, and a bone whistle (1 sp). The other goblins carried 37 cp in sum. Reward: 5 gems worth 50gp each and 10% discount at the Blackiron Blades. "The friendship of the dwarves of Icewind Dale can also be a boon in these harsh times." ... A Beautiful Mine. Speaker Duvessa Shane has hired the party to help with problems around Ten-Towns for a pay of 10gp per tenday. She recently has recieved a request for help from Termalaine, where Kobolds have taken over the local gem mines and tasked the party to travel north-west to investigate the issues. ... Lake Monster. Rumors from Bremen about a strange sea monster have reached Bryn Shander and Duvessa Shane has tasked the party to go and investigate around Mear Dualdon. ... Mountain Climb. The party overheard a group of fellow adventurers (Mokingo - male goliath warrior, Astrix - female tiefling wizard, Perilou - female halfling cleric) talk about a goliath werebear named Oyaminartok, who might have some information about what has befallen Icewind Dale. They are currently on their way to Targos. Loot so far: 52,85gp per Person 2x Potion of Animal Friendship each charakter recieved a trinket from the rollable Table in Appendix A ... Beru Chillwind Akannathi -1 Level in Hexblade warlock recieved: Oyaminartok's Legacy. This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom. Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. [This item is RaimundoO's Pact weapon and does not exists as a magic item outside of this Hardcover. It is just fun flavor.] After having completed 1 Sidequest in service to Bryn Shander the party has reached 2nd Level!
Adventure Logsheet
GAINED: 2x Potions of Animal Friendship Oyaminartok's Legacy This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom of the rod. Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1/Warlock 1 (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 2 (2) Frederic - Elric - Human - Wizard 2 Loot: Lantern of Tracking (Elementals) Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. Story: The Party has made their way through Targos and arrived at the Mining Town of Termalaine. On their way they've met with Vellyne Harpell, a wizard of the Arcane Brotherhood: “Adventurers, I presume? Pleased to meet you. My name’s Vellynn, Wizard of the Arcane Brotherhood in Luskan. I have a minor task – not a task, really, just a request. A colleague of mine, a younger woman named Nass Lantomir, was supposed to meet me here in Ten-Towns, but I have had a hard time finding her. I’d be very grateful if you could keep an eye out for her. She has dark hair, glasses, and may be carrying an orb of quartz – about this big – with her. If you hear or see anything, let me know – I’ll give you 25 gp for any clue that leads me to her.” Vellyne was accompanied by Dannika Greysteel, a new resident of Ten-Towns trying to find a way to alter the climate in Icewind Dale. She's been giving out Lanterns of Tracking in hopes of finding or capturing a chwinga, several of which she believes are located in and around Ten-Towns. She thinks these creatures could be of help to the party: “Well met! You lot seem like you’re looking for work. Or trouble. You wouldn’t be standing around in this cold otherwise.”
Adventure Logsheet
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1/Warlock 1 (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 2 (2) Frederic - Elric - Human - Wizard 2 Loot: 50gp for completing "A beautiful Mine" 50x intact geodes, worth 10gp each (500) 1x Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp. Psi Crystal Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Intelligence Score - Range of Telepathy - Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet Story: The Party has made their way to Termalaine and met with Speaker Oarus Masthew, who briefed them on the kobold situation of the mines. None of the miners has been hurt or seriously injured, merely been scared of. One casualty had appearantly fallen down the mines shaft into the underdark, but before the kobold had arrived there. Now many of the former miners have sought other work around ten-towns, mainly trying their luck on Maer Dualdon as fishers. Furthermore the town militia refused to aid or head his commands. He suspects influence from Targos on this matter, but has no proof on the matter, only a feeling of unease. He hopes solving the mines issues will bring trade and wealth back to Termalaine, strenghtening his position as speaker. In the beautiful Mine, the charakters have met with Trex and hisicewind kobolds, who sought refuge in the mine after being chased out of the foothills of Kelvin’s Cairn by a yeti. The miners got scared and ran off before Trex could explain that the kobolds meant no harm. Trex himself was possesed by the ghost of a scholar named Janth, who was studying the local flora in icewind dale. The kobolds happened upon the ghost while searching for shelter during a blizzard, allowing it to possess Trex without the other kobolds’ knowledge. Bound to his threadbare satchel, Janth's plan was to use the kobolds to lead him to one of the ten-towns, where he could posses someone more fitting and, preferably, more influential. The Party has aided the kobolds in slaying a grell, that was inhabiting the mines and thankfully managed to lay janths ghost to rest. Unfortunately not before Elric was hit by the ghosts horryfying gaze ability and aging 20 years... Oarus was initially hesitant to let the kobolds stay in the town. After hearing about their willingness to work, he decided to give them a chance and offerd them menial jobs. The kobolds, eager to prove themselves, turned out to be good workers. The townsfolk teased them at first, but eventually the kobolds won them over. Trex at this point had reverted to his skittish, much less intelligent self. The party has reached 3rd Level, after completing their first mayor task: A beautiful Mine
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Spellcasting Sercives: -450gp Greater Restoration Mishann [House of the Morninglord] Story: The Party have rushed back to Bryn Shander, arriving late in the evening. Hoping to reverse the aging effect of Janths horryfying visage on Elric, they made their way to the House of the Morninglord. Inside they met with sister Mishann, a priestess of Amaunantor. who aspires to see the sun regain its rightful place in the sky over Icewind Dale. She calls Amaunator “the Morninglord,” a name that southerners use to describe Lathander, a god of the dawn and rebirth. Mishann views Lathander as a usurper of Amaunator’s light and doesn’t like it when people confuse the two deities. She's was able to aid the party in reversing the ghosts effects on Elric via a Greater Restoration spell, however she was unable to provide free charity to the charakters, as all the money collected through temple services currently is needed to provide for the community and help foster the local orphanage, run by the House of the Triad. Mishann rents her attic to a pessimistic rock gnome tinkerer named Copper Knobberknocker, who begrudgingly helps with services and chores. The two argue incessantly. While not being able to offer more aid to the party at the moment, Mishann assures the party she will call on them, when an opportunity arises to help ten-towns and offer more readily available help, once possible. In Targos the party has encountered a large crowd of people, gathered around the frozen and impaled corpse of their former ally, Kylan Bloodchaser. The charakters convinced the local guard to keep the remains of their dead friend and see to it, that he recieves a propper burial. Stopping by the towns store they met the scarecrow-like owner Jestin Hunrae and refilled their supplies. Jestin currently has one arm in a sling, seemingly due to an accident with a colliding boat from Termalaine, however the Party harbors suspicions about the verasity of this statement. Towns Speaker Naerth Maxildanarr and his Sheriff Skath have won their positions fairly, because of his popularity with the fishers, but he holds trade in Targos in somewhat of a stranglehold. Arriving in Bremen, the party has made contact with one fisherman named Grynsk Berylbore, a shield dwarf who owns a pair of rowboats tied to the docks and at first mistook the charakters for fishers and Tali, a gender non-binary half-elf researcher, who is in Icewind Dale to study how changes in climate alter the nature of the animal wildlife. They have begun to make plans on how to approach the Lake Monster living in Maer Dualdon, that has been attacking and sinking fishing boats.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Loot: 20gp 1x Spell Scroll: Animal Friendship Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. Story: The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully. A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.” The plesiosaurus answered straightforward questions and knew the following information: It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.) The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood. The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore. When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet. While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman. Marta sang a peculiar song to herself: Ahead of winter’s wind she came— The lovely woman with no name; Draped in a fur-lined cloak of red, To the icy lake she fled; The wind pursued her all the same— As sure as night she’s dead. She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman. Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale. Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk. Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again. The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.
Adventure Logsheet
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Loot: 10gp/Person weekly payment by speaker Duvessa Shane 1x Lockbox, containing 92 gp, 76 sp, 125 cp, and seven gemstones worth 10 gp each Story: The party has made their way back to Termalaine on their way to Lonelywood, trying to investigate about the frost druids that seem to stir unrest in Ten-towns. Stopping by their friends Martas home, the Eastside Inn, they found that Trog's caravan was currently in town and decided to pay them a visit. Torrga Icevein's caravan consisted of three heavily laden dogsleds, each one pulled by six friendly sled dogs. One sled carried provisions and supplies for Torrga, her team, and her dogs. It flew a flag bearing the company’s emblem, a gold wolf’s paw on a black field. The other two sleds transported goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison (used primarily for killing vermin). Torg’s was an outdoor shop. Goods were unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods were stolen or fenced, and she sells them for double the normal price. She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly. Torrga is interested only in profits, turned a blind eye to Sephek’s murderous escapades, and tried to help him as best she could without endangering her own life. Sephek Kaltro was a well-built man in his thirties. He had an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wore no armor or cold weather clothing and didnt’t appear to be armed. His most striking feature were his eyes, which were as blue as a frozen lake. Because he was doing the Frostmaiden’s work, Sephek didnt’t care about getting caught and wasn't shy about admitting his guilt. In combat, he wielded a magical sword and magical daggers made of ice that he could conjure at will. He was also able to freely teleport short distanced in the snow and his wounds healed in the cold outside. As Skalli sank her teeth into the mans throat, a blood-gurgling laught escaped Sephek: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!” When Sephek drew his last breath, a cloud of icy vapor escaped his body and dispersed into the night. Torrga and her bandits, seeing no use in a continued fight, struck a deal with the party. Coin, in exchange for leaving her and her crew well enough alone and keeping their pretty little mouths shut. Otherwise the party might find themselves being unable to buy something they need or denied lodging at a local inn because the merchant or proprietor don’t want to earn Torrga’s everlasting enmity. The charakters wisely accepted.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Story: The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors. Nimsy Huddle, the town speaker, tempts you with freshly baked, halfling-shaped cookies. Her house was clearly built for humans, but most of the furniture is sized for halflings, with a few big chairs for visitors of taller stock. Four children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a fire crackles in the hearth in Speaker Huddle’s cluttered kitchen. “Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill it. We depend on the forest for our survival. I wouldn’t be a very good town speaker if I let a dumb moose get the better of us. Will you help?” She is willing to pay 100gp for the mosse's head and 25gp for the carcass from the local butcher. She also offered the Ramshackle (the closed inn) as an investment property, to do with what they will. The Party also was alerted to a few Chwinga by their Lantern of Tracking, who were playing house outside Nimsey's home. They managed to gleam the following information from the little fellas: 1. The frost druids are hiding in an old elven tomb deep in the forest and awakening beasts to terrorize ten-towns into worshipping Auril 2. One of the druids, Vurnis, was killed by the local shopkeeper for harassing Nimsey 3. The Tavern keeper is hiding secrets and those she has marked as enemies in the past have quietly vanished. One of the Chwinga grew fond of the party and has quietly come along with them. Each charakter has recieved one charm from the little gathering.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Story: The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. At the Elven Tomb, the charakters have found and slain the White Moose and soon after awoke Sahnar, a moon elf mummy and guardian of the tomb, who helped them navigate the moon dial via a Moonbeam spell. which opens the various chambers of the facility. Full Moon Inscription. “Gaze upon your own face and have seven questions answered.” Half-Moon Inscription. “Unlock the tombs of the half moon.” Inside, they have fought and killed Ravisins the frost druid. Her last word, “You have gained nothing this day. Queen Geluvicken’s work continues and the Frostmaiden’s fury shall not abate until all of Ten-Towns is buried under ice and snow!” leaving the charakters with a warning for what is to come. The party has reached 4th Level!
Adventure Logsheet
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 4 (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1 (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4 (4) Frederic - Elric - Human - Wizard: School of Evocation 4 (4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4 Loot: 135gp for completing "The White Moose" 1x Potion of Vitality 1x Potion of Resistance (Radiant) 1x Spell Scroll Moonbeam 1x Spell Scroll Comune ... An unstrung bow was found in the tombs. Rae'shalare, Warrior's Lament Weapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed [This Weapon serves as C0ldW0lfs 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] Story: The heroes have defeated Ravisins and accessed the Mirror of the Full Moon. While the moon dial lights its frame, the mirror functions like an crystal ball of scrying. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it. “Gaze upon your own face and have seven questions answered.” 1. Sahnar demonstrated how the mirror functions by using it to glean information about his descendants whereabouts and wellbeing. His halfelven grandson lives happy and well. 2. Aerlyn asked how her father was faring. He is well, but surrounded by mysterious men, wearing amulets made of black ice in the shape of a sword. He's serving food, tending to someone imprisoned. 3. Beru asked "Who am I?". The vision showed his birth to him. Has ancestry, his mother. It showed how he was cast into the icy lake for being to fragile of a goliath son. How he was saved by a werebear goliath and then brought to Bryn Shanders orphanage. And it showed him Helm, the God of Vigilance, who beckonned him to "protect them...". 4. Skalli asked how to end the Everlasting Rime. She was shown two Visions. First there was a gnome, dressed like a teddybear, asking for assistance and then a single ray of sunshine, falling onto a lonely Black Cabin beyond the woods. The second showed to her a massive glacier, unpassable by mortal means. The vision turned back t'wards an island deep in the sea of moving ice, which houses a fortress in the image of a crowned skull. A book clad in white in their hands, an old woman with white hair and an eyepatch and three kobolds in a trenchcoat. And finally just standing behind herself, Elric. As she was about to take her hand away from the mirrors surface, two icy blue eyes stared back at her, slowly freezing the edges of the mirror: "There you are..." The Frostmaiden has layed eyes on them. Before fleeing the evlen tomb immediately, Aerlyn quickly used two more questions on the mirror, not letting the chance to unravel at least some of the unfolding events pass them. 5. Aerlyn asked about all the Chardalyn they've encountered on their journey so far. They saw duergar, stealing away in the dark of night. Bringing chardalyn to a hidden fortress deep in the mountains. They saw them forging weapons of war and a gargantuan construct, a dragon made entirely of chardalyn. 6. Aerlyn asked about the Everlasting Rime. She saw a giant woman with an owl mask and a staff with a chardalyn crystal on top of it. She mounted a massive predatory bird, flying into the night sky and casting some manner of spell, emboldening the endless snowfall. Sahnar then urged the party to move along. They made their way into the wood, towards a frozen river. There they stumbled upon the crashside of a dogsled and a Halfling, burried head frist into a mount of snow. Osric Whisperwood was a member of another adventuring party hired by Duvessa Shane. They had been looking into climbing Kelvins Cairn and speaking with Oyaminartok, a werebear goliath and local legend said to have unique insight into the happenings of the dale. Sadly they were ambushed by a yeti in a blizzard. Osric had fled the scene together with 2 dogs to go and get help, buth got lost in the storm. As they were gathering their wits, Auril herself appeared before the heroes. She spoke to them, offering sweet eternity as part of her eternal garden of ice and the beauty she's bring. Not understanding how these mortals couldn't fathom her work and ideals. She adsressed Skalli one last time before disappearing into the snow, the the lights came creeping in. A small army of Coldlight Walkers was approaching them, wounding them severely, almost killing some. (7th question answered) They managed to flee only by Sahnar's timely arrival. He had used the last of the mirrors power to see a way to save them from this doom, only to realize a sacrifice need be made. He joined onto the battlefield with a Forbiddance spell at the ready, which he had cast on his way and struck down against the undead, subsequently ending his own existance along with theirs. "Fly you fools...".
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1 (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4 (4) Frederick - Elric - Human - Wizard: School of Evocation 4 (4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4 Loot: 10gp/Person 1x Potion of Invisibility One pair of Ice-Troll tusks Scrimshaw of a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it. Astrix' leather-bound spellbook, which contains the following wizard spells: Alter Self, Cloud of Daggers, Comprehend Languages, Detect Magic, Expeditious Retreat, Scorching Ray, Shield, Suggestion, and Tenser’s floating Disk. Story: Back at Nimseys in Lonelywood the party could finally catch some breaths, exhausted and cold and finally take a deserved long rest. The next morning moods were grim. The party had lost Chonk, Berus axebeak, to the Coldlight Walkers. Trying to help sooth the characters woes, Nimsey offered her best halfling hospitality, but to little awail. She told them of Jarlmoot, an ancient ritual ground of Frostgiants, who ruled this land a long time ago. Some manner of test and insight might be acquired there, aswell as an old relic hidden there. She also was able to tell them a little more about Oyaminartok, the werebear goliath and her clan, going around the dale and helping those in need. Surely, if anyone, she knows how to help them. After collecting themselves and deciding their next steps, the party set on going north, to Kelvin's Cairn and try to save Osrics old party members and their survival guide, before cutting east and checking in with Aerlyns father, to settle some long standing worries she's been harboring. The Icewind-Kobold were given the deed to the Ramshakle Inn to make their new home and keep it for the charakters. Quest: Mountain Climb Osric and his party, Mokingo Growling Bear Akannathi (male goliath warrior), Perilou Fishfinger(female halfling cleric) and Astrix (female tiefling wizard), hired the help of Garret Velryn, a survialist and moutain guide, but were ambushed by a yeti in a snowstorm The characters managed to get a badly hurt Garret and deeply exhausted Perilou down from the mountain and to their save encampment. Sadly Mokingo was already half eaten and his head mounted like a trophy among others. Astrix in her panik fled UP the mountain, instead of down and froze to her death. On the mountains peak they found her, kneeling frozen in front of a long extinguished fire, next to another corpse, that of a once very popular dwarven daredevil with blue boots. Auril in her Frostmaiden form greeted the party, frozen in shock. She beckonned to the lands below and its pristine beauty. It seems that, for now, she's more interessted in what these "heroes" would do next, than anything else and expressed once more her lamenting Skalli's growing effort to evade her. She gidted them with advice before parting: "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." "Your compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay." By the Frostmaidens grace the party has reached 5th Level!
Adventure Logsheet
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1 (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5 (5) Frederick - Elric - Human - Wizard: School of Evocation 5 (5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5 Loot: 350gp 1x healer’s kit 1x hunting trap 1x Potion of Resistance (cold) 2x Amulet of the Devout +1 Wondrous item, uncommon (+1), (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. This Item is to be considered your 5th level "choose one magic item". [These two Amulets serve as Echos and Raimundos 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] ... Boots of the Winterlands Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: 1. You have resistance to cold damage. 2. You ignore difficult terrain created by ice or snow. 3. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. Wand of the War Mage +1 Wand, uncommon (requires attunement by a spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. Story: Returning Survivors Beru and Osric have escorted Garret back to his husband in Targos and Perilou to Bryn Shander. While their is buisy working in Caer-Dineval, they have been summoned by Naerth Maxildanarr (Speaker of Targos), who thanked them personally for saving one of his citizens. Word of the parties deeds have started to circulate around ten-towns and Naerth has heeded the peoples wishes to no longer sacrifice lives to Auril and instead fallen back on heat and warmth to appease the Frostmaiden. As a sign of gratitude and "investing into the future of ten-towns", Speaker Naerth has handed them a letter for Duvessa Shane, solidifying relations between their towns. Furthermore, his trade network (the Zentharim) was able to percure a number of usefull Items, that might come in handy for the journey ahead (see loot). Back in Bryn Shander Beru and Osric delivered the message to Duvessa Shane and shared some of the information the party has gleaned from the mirror of the full moon and about the frostmaidens influence about events in ten-towns. While concerned, she asked them to continue their good work for the towns and look further into what they can help with and learn in Easthaven and beyond, especially about these visions of secret grey Dwarves, who reportedly have been starting to attack travelers and civilians. Meanwhile she would work to best aid them on the political fields, because "whatever you people are doing, by the gods, it works." 100gp inherritance from the fallen adventurers 50gp weekly payment from the Council of Speakers Main-Story Quest: Black Cabin. On their way to pay respect at the House of the Triade, Beru and Osric have been stopped by Copper Knobberknocker, who is just a little worried a friend named Macreadus, who is conducting research at an old cabin in the wilderness. He says that if the party finds themselves nearby, he would appreciate it if they looked in on Macreadus, who’s trying to build a device that could end the Frostmaiden’s eternal winter and return summer to Icewind Dale. Copper asked them to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome has paid for the provisions, he can’t offer a reward; however, Mishann, the priest who runs the House of the Morninglord, offered free healing and other spellcasting services to those who complete Copper’s quest and return. At the House of the Triad Beru met with his adoptive father, an armored human man and always vigilant war cleric of Helm. While beginning to slithgly gray in his age, his father has remained an alert and compassionate demeanor. Beru and Osric were affored on brief evening of respite with his adoptive family among the orphans and priests. They shared a wonderful meal in celebration of the parties deeds across ten-towns. Even chicken meat was afforded by an anonymous benefactor and supper was both fulfilling and lasted for a few precious hours. Beru and Osric will start their next adventuring day under the effects of a Heroe's Feast (18hp). Beru took the opportunity that night to also make his oaths. Returning to Cear-Dineval Perilou, the halfling cleric, caught Osric on their way out of town and thanked them again for saving her life. "We'd have all died up there if it wasn't for you."
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1 (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5 (5) Frederic - Elric - Human - Wizard: School of Evocation 5 (5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5 Loot: Avarice's Spellbook Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover. The book contains the spells: 1st Level: Burning Hands, Find Familiar, Thunderwave 2nd Level: Rope Trick 3rd Level: Lightning Bolt, Tongues 4th Level: Ice Storm, Wall of Fire 5th Level: Cone of Cold, Wall of Force Staff of Frost Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile Arcane Grimoire +1 Wondrous item, uncommon (+1), (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. [This Item serves as Frederics 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] Story: Quest: Black Swords Outcome 2: Routing the Cultists If the characters rout the cultists and release Speaker Crannoc Siever, the speaker asks them to call out the town militia so that the castle can be refortified. Henceforth, the speaker lets the characters rest at the castle whenever they need to. His home is their home, so to speak. Characters will quickly learn that the speaker is a blowhard and firebrand who enjoys living like a king behind his castle walls. Without their leaders, Kadroth and Hethyl, the Knights of the Black Sword are rudderless until Redacted finally steps up to fill the power vacuum. The characters are doomed to cross paths with the cultists again. Fated Ally (eliminated?): Avarice and the cultists can never again become allies to the party in the upcoming events.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1 (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5 (5) Frederic - Elric - Human - Wizard: School of Evocation 5 (5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5 Loot: 600gp (Beru declined the hags bargain in accordance to his oaths and forfeit his share) Cauldron of Plenty Wondrous item, rare This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. Story: Quest: Toil and Trouble
Adventure Logsheet
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 200gp 1x Potion of Healing 1x Potion of Greater Healing 1 Common magic item of choice for every charakter Bag of Tricks (Gray) Adventuring Gear (Wondrous Item) 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Dzaan's Spellbook A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell. After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells: detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming Vellynne Harpell's Spellbook Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph [Vellynnes book is granted access to, not looted!] Story: Fated Allies: The Council of Speakers After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon. The charakters have advanced to chapter 2!
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Amulet of Health Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn. Story: Quest: The Black Cabin
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Spell Scroll: Knock Story: Fated Ally: Oyaminartok and her werebear goliaths
Adventure Logsheet
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Potion of Resistance (Force) 1x Potion of Resistance (Fire) 1x Potion of Resistance (Cold) 1x Potion of Resistance (Acid) 1x Spell Scroll of Invisibility ... Gift of Mystryl. Cast the minor illusion cantrip at will. ... Among the ruins of the Netherese Spire several books have been found. Magical Wonders of Netheril. This book is a collection of interviews with Netherese archmages, who discuss their studies of ancient elven magic and the creation of mythallars. The book includes sketches of such devices. Mysteries of the Phaerimm. This book sheds light on the phaerimm—telepathic, funnel-shaped monsters of malevolent intellect that lurk in the Underdark—and includes disturbing sketches of them. Wizards in the Hollow. The birth of the Netherese empire is chronicled in this otherwise dull, plodding story about the lives of three Netherese wizards. Ajamar’s Guide to the Phantastic. This breezy, lighthearted treatise on illusion magic was required reading in many Netherese classrooms. It describes clever ways to use common illusion spells. The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars. Lost Scrolls of Sabreyl. Written in Elvish, this scholarly tome copies and analyzes fragments of eight ancient scrolls left behind by a sun elf wizard who taught magic to the cloud giants of Ostoria, a bygone empire that collapsed 40,000 years ago. From Shadow, Substance. This speculative work discusses how one might harness the Weave to turn an illusory object or creature into its real counterpart, with commentary and criticism from noteworthy Netherese illusionists. Here Lies the King. This elaborately plotted novel features an illusionist who uses magic to impersonate a prince, supplant a king, rule a fictional kingdom for sixty-one years, and fake his own death. Ventatost. This book uses testimonials and conspiracy theories to piece together events leading up to the destruction of a Netherese city called Ventatost, which disintegrated as it flew over the forest of Cormanthor nearly two thousand years ago, before the fall of Ythryn. Story: Quest: The Spire of Netheril explored Elric has a Mirror Image made reality for 23h. Fated Ally (eliminated): Dzaan's Simulacrum has been dispelled! The simulacrum has not been made a true clone of the red wizard Dzaan. He can neve again become an ally to the party in the upcoming events. "Just a few more missions and i would have been given lichdom..."
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: / Story: Quest: The Reghed Tribes Fated Ally: King Jarund Elkhardt and the Elk Tribes
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: / Story: Mountain Tracking toward Skytower Shelter
Adventure Logsheet
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Potion of Gaseous Form 1x Yellow Diamond Elemental Gem ... Hook of Fisher's Delight Wondrous item, rare This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. Fish Color Magical Property 1–10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11–14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15–18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. Downtime Activity: Griffon Taming Goliaths of the Akannathi clan can learn to raise and tame griffons using secrets passed down through the generations. The clan’s griffon trainer, Rahi, shares these secrets with clan members who show great wisdom. The goliaths don’t ride the griffons; rather, they train them to hunt like falcons. The griffons are taught to respond to goliath whistles and never stray too far from their masters. A goliath character who earns Rahi’s respect can be taught the secrets of griffon taming over a period of 1 year, during which time the character is entrusted to watch over and protect a single griffon egg and, when it hatches, the emergent griffon youngling. At the end of the year, if the griffon is still alive, the character must make a DC 15 Wisdom (Animal Handling) check, with advantage if the character accepts Rahi’s guidance. If the check fails, the character is unable to tame the griffon. If the check succeeds, the character tames the griffon and bonds with it for life. Control of the griffon can be given to the goliath’s player at this time. Modify the griffon stat block as follows to account for the young griffon’s development: At birth, the griffon is Tiny and has 5 (1d4 + 3) hit points, a flying speed of 40 feet, and a Strength score of 2. It has a +0 bonus to hit on its attacks and deals 1 piercing damage with its beak and 1 slashing damage with its claws. Its challenge rating is 0 (10 XP). After 1 year, the griffon is Small and has 13 (2d6 + 6) hit points and a Strength score of 8. It has a +1 bonus to hit on its attacks and deals 2 (1d4) piercing damage with its beak and 2 (1d4) slashing damage with its claws. Its challenge rating is 1/4 (50 XP). After 2 years, the griffon is Medium and has 32 (5d6 + 15) hit points and a Strength score of 12. It has a +3 bonus to hit on its attacks and deals 4 (1d6 + 1) piercing damage with its beak and 6 (2d4 + 1) slashing damage with its claws. Its challenge rating is 1 (200 XP). After 3 years, the griffon is fully grown and tame enough to be ridden as a mount. Story: The charakters have reached Skytower Shelter and learned of their feud with the goliaths from Wyrmdoom Crag. Beru learned about his heritage aswell as gained the trust and affection of Kwan the monolith Akannathi (Fated Ally), heir of Arn Rockfist Akannathi, the tribes chief, whose husband is Harad Cloudstrider Akannathi. By helping a griffon hatchling overcome it's fear of flying, the charakters were taught by Rahi Skydreamer Akannathi the art of griffon taming. Elric's Mirror Image made flesh passed away on the peaks of Skytower Shelter and returned into the arms of Amaunator peacefully. At Wyrmdoom Crag they met with Dannika Greysteel, who was hoping to experiment on the dragon bones laying there to create what she calles Dragon Bone Stew. Earning the tribes respect in a game of goat ball and healing a wounded aarakocra named Sikki-kree, wo serves as an arbiter at Revel's End, the chief of the Thuunlakalaga , Ogolai Orcsplitter, agreed to meet on neutral grounds to settel the pointless feud once and for all in a peaceful manner. Beru learned from a goliath midwife about the identity of his mother, a fearsome goliath warrioress, mountain of a woman with a massive fishing spear... Oyaminartok herself. The party has reached 6th Level!
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 25gp Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Story: Quest: Jarlmoot
Race: Aasimar PHB'24 Point buy: STR: 15 DEX: 08 CON: 15 INT: 08 WIS: 10 CHA: 14 Ability Score Increase: CON +1, CHA +2 Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage. Healing Hands As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest. Light Bearer You know the Light cantrip. Charisma is your spellcasting ability for it. Celestial Revelation When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Heavenly Wings Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. Languages You can speak, read, and write Common, Celestial and Giant / Background: Outlander (PHB'14) Skill Proficiencies: Athletics, Survival Tool Proficiency: One type of musical instrument Tool Proficiency swap: Musical Instrument ---> Land Vehicle Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Specialty Guide Aditional Feat: Tough Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. / Class: Paladin Hit Dice: 1d10 per Paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st Armor: Light, Medium, and Heavy armor and Shields Weapons: Simple and Martial weapons Saving Throws: Wisdom,Charisma Skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion. Equipment: You start with the following equipment, in addition to the equipment granted by your background: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; ** / Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Adventure Logsheet
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Laser Rifle + 6x Energy core Damage: 3d8 Damage Type: radiant Properties: Ammunition, Reload (30 shots), Two-Handed) Range: 100/300 Weight: 7 Ammunition. The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. ... Silver Raven Figurine of Wondrous Power Wondrous item, uncommon 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. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. ... Helm of Telepathy Wondrous item, uncommon (requires attunement) 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. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Story: Quest: Id Ascendant The party races against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns!
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x pair of dwarven sandals carved out of obsidian (250 gp) 1x quilted smoking jacket sized for a dwarf and sewn with fifty gemstones (500 gp) 1x malachite beard comb set with seven red garnets (750 gp) 1x hookah made of platinum and star sapphire (2,500 gp) 1x rolled-up leather scroll with the following sequence of numbers written on it in Dwarvish: 1-3-6; 2-5-2; 9-7-5; 4-3-4; 8-2-7; 5-6-3; 7-1-4; 2-9-9 Hat of Disguise Wondrous Item, uncommon (requires attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed. Notes: Deception, Headwear Wand of Web Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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. Piwafwi Wondrous item, uncommon (requires attunement) A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Story:
The party has reached 7th Level!
Adventure Logsheet
The party has reached 8th Level!
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 2000gp Als Belohnung für die Rettung der Ten-Towns. Story:
Race: Aasimar (PHB'24) Point buy: STR: 14 DEX: 08 CON: 15 INT: 08 WIS: 12 CHA: 14 Ability Score Increase: CON +1, CHA +2 Celestial Resistance You have Resistance to Necrotic damage and Radiant damage. Darkvision You have Darkvision with a range of 60 feet. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Healing Hands As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest. Light Bearer You know the Light cantrip. Charisma is your spellcasting ability for it. Celestial Revelation When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Heavenly Wings Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. Inner Radiance Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. Necrotic Shroud Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. Languages: Common, Giant / Background: Outlander (PHB'14) Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument Languages: Celestial Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Feat: Tough / Class: Paladin Hit Point Die: D10 per Paladin level Hit Points at Level 1: 10 + Con. modifier Hit Points per additional Paladin Level: D10 + your Con. modifier, or, 6 + your Con. modifier Saving Throw Proficiencies: Wisdom,Charisma Skill Proficiencies: Intimidation, Persuasion Weapon Proficiencies: Simple and Martial weapons Armor Training: Light, Medium, and Heavy armor and Shields
Adventure Logsheet
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Story:
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleri
Adventure Logsheet
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Story: Quest: Angajuk's Bell https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132 https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609 Loot: 1x Spell Scroll of Greater Restoration 1x Potion of Greater Healing
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric Loot: 3x Antitoxin 1x Holy Water Mithral Armor Armor (chain mail), uncommen Mithral: 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. Quiver of Ehlonna Wondrous item, uncommon 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. Gray Bag of Tricks (again...) Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic 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 on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. 1d8 Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Story: Quest - The Dark Ducchess
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Trident +2 Weapon (trident), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Professor Skant Wondrous item, rare Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril Vampirism and the traits of vampires Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere. The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Adventure Logsheet
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 3.468gp A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling Alchemy Jug Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon Vassavicken's Greataxe (Berserker Axe) Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. The party has reached 9th Level!
Teilnehmer: (9) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (9) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (9) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (9) Frederick - Elric - Human - Wizard - none (9) Echo - Osric Whisperwoods - Halfling - Twilight Cleric - ? Story: Rime of the Frostmaiden We bow to She who wears the crown; Let the world shiver with dread. Clad in winter’s whitest gown, Her snow enshrouds the dead. Her fury sheds but frozen tears as gray clouds issue forth. Her wind across the wasteland shears, bringing blizzards from the north. Ice-kissed flowers caught mid-bloom, beauty kept in all its grace. Summer’s gone to its silent tomb, stilling in Her cold embrace. All the world in winter’s white, sheathed in sleet and ice. Set upon never-ending night, She conjures paradise. Behold Her everlasting rime, see how it covers all; Weep not for those She traps in time behind Her glacial wall. Sovereign of summers lost, general of winter’s war; Long live the queen of cold and frost. May She reign forevermore. https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933
Equiped Magic Item Common Magic Items Consumables Stored Magic Item Common Magic Items Consumables
Adventure Logsheet
Level 1: Paladin (1) Lay on Hands Spellcasting Weapon Mastery Quarterstaff, Halbert Level 2: Warlock (1) Pact Magic: Cantrips: Eldritch Blast, Lightning Lure Prepared Spells of Level 1: Hellish Rebuke, Tasha's Hideous Laughter Eldritch Invocations: Pact of the Blade Level 3: Paladin (2) Fighting Style: Blind Fighting Paladin's Smite Level 4: Paladin (3) Channel Divinity Oath of the Watchers Spells: alarm, detect magic Level 5: Paladin (4) Ability Score Improvement: Polearm Master STR +1 Level 6: Paladin (5) Extra Attack Faithful Steed Level 7: Paladin (6) Aura of Protection Level 8: Paladin (7) Aura of the Sentinel