(HC) Aerlyn Fuyu

Season:
Forgotten Realms S12
Race:
Eladrin (Winter)
Class:
Ranger 3
Background:
Outlander (Hunter-Gatherer)
Lifestyle:
None
Current Level:
9
Total GP:
3198.575
Total Downtime:
680
Tag:
Hardcover
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
7
Magic Item Limit:
3
🗹 (C) Lantern of Tracking (Elementals),
☐ (UC/AT) Psi Crystal,
🗹 (UC/AT) Ring of Warmth,
☐ (VR/AT) Staff of Frost,
☐ (UC/AT) Boots of the Winterlands,
🗹 (UC) Rae'shalare, Warrior's Lament (Longbow +1),
☐ (UC/AT) Wand of the War Mage +1,
☐ (UC/AT) Pearl of Power,
☐ (R) Cauldron of Plenty,
🗹 (UC) Grey Bag of Tricks,
☐ (R/AT) Amulet of Health,
☐ (R) Hook of Fisher's Delight,
☐ (R) Horn of Blasting,
🗹 (UC) Figurine of Wondrous Power: Silver Raven,
☐ (UC) Eyes of Minute Seeing,
🗹 (UC/AT) Helm of Telepathy,
🗹 (VR) Laser Rifle,
☐ (R) Trident +2,
☐ (R) Professor Skant Orb,
☐ (UC) Bag of Holding,
☐ (R/AT) Chardalyn Ring of the Ram,
☐ (R/AT) Chardalyn Staff of Charming,
🗹 (R/AT) Mantle of Spell Resistance

Log Entries

Date Played Adventure Title Session Levels ▼ GP Downtime Magic Items
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

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.

2024-05-10 21:00 DDHC-RotF 01 Ten Towns 6 51.025 10 Show

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.

2024-05-24 21:00 DDHC-RotF 01 Ten Towns 7 10 Show

Loot

Chwinga Charm: Charm of the Snow Walker

This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours:

  • You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice.
  • You can see through areas heavily obscured by snow to a distance of 60 feet.
  • You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you.
2024-06-07 21:00 DDHC-RotF 01 Ten Towns 8 10 Show

Loot

/

Level 4 (Ranger 4)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: ASI
Feat: Sharpshooter

2024-05-17 20:00 DDHC-RotF 01 Ten Towns 7 10 Show

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.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 25 10 🗹 (UC) Rae'shalare, Warrior's Lament (Longbow +1) Show

Loot

  • 25 GP
  • Scroll of Moonbeam
  • Scroll of Commune
  • Potion of Radiant Resistance
  • Potion of Vitality
  • Rae'shalare, Warrior's Lament (Longbow +1, Level 5 Item)
  • 20 Silver Arrows
2024-06-28 20:00 DDHC-RotF 01 Ten Towns 10 10 Show

Loot

  • Potion of Invisibility

Level 5 (Ranger 5)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: Extra Attack
Spells: Pass without Trace, Entangle -> Summon Beast?

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 10 Show
2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 27 10 Show

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...".

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 100 10 Show

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."

2024-07-12 21:30 DDHC-RotF 01 Ten Towns 12 10 ☐ (VR/AT) Staff of Frost, ☐ (UC/AT) Boots of the Winterlands, ☐ (UC/AT) Wand of the War Mage +1, ☐ (UC/AT) Pearl of Power Show

Loot

  • Staff of Frost
  • Boots of the Winterland
  • Wand of the War Mage +1
  • Pearl of Power
2024-07-12 23:24 Rebuild Show

Natural Explorer (Arctic) -> Deft Explorer (Perception, Dwarvish, Primordial)

2024-07-12 19:00 DDHC-RotF 01 Ten-Towns 12 10 Show

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.

2024-07-19 21:00 DDHC-RotF 01 Ten Towns 13 200 10 ☐ (R) Cauldron of Plenty Show

Loot

  • 200 GP
  • Potion of Healing
  • Cauldron of Plenty
2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 120 10 Show

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

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 50 10 🗹 (UC) Grey Bag of Tricks Show

Loot

  • 50 GP
  • Grey Bag of Tricks
2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 40 10 Show

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!

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 10 Show

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

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 -400 10 ☐ (R/AT) Amulet of Health Show

bought

  • 2x Potion of Greater Healing (bought - -200GP)
  • Summon Beast Component (bought - -200GP)

Loot

  • Amulet of Health
  • Blessing of the Morninglord: You gain 10 temporary hit points each day at dawn.
2024-08-30 21:00 DDHC-RotF 02 Icewind Dale 17 10 Show
Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 10 Show

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.

2024-05-10 21:00 DDHC-RotF 01 Ten Towns 6 10 Show

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.

2024-05-24 21:00 DDHC-RotF 01 Ten Towns 7 10 Show

Loot

Chwinga Charm: Charm of the Snow Walker

This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours:

  • You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice.
  • You can see through areas heavily obscured by snow to a distance of 60 feet.
  • You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you.
2024-06-07 21:00 DDHC-RotF 01 Ten Towns 8 10 Show

Loot

/

Level 4 (Ranger 4)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: ASI
Feat: Sharpshooter

2024-05-17 20:00 DDHC-RotF 01 Ten Towns 7 10 Show

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.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 10 Show

Loot

  • 25 GP
  • Scroll of Moonbeam
  • Scroll of Commune
  • Potion of Radiant Resistance
  • Potion of Vitality
  • Rae'shalare, Warrior's Lament (Longbow +1, Level 5 Item)
  • 20 Silver Arrows
2024-06-28 20:00 DDHC-RotF 01 Ten Towns 10 10 Show

Loot

  • Potion of Invisibility

Level 5 (Ranger 5)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: Extra Attack
Spells: Pass without Trace, Entangle -> Summon Beast?

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 10 Show
2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 10 Show

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...".

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 10 Show

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."

2024-07-12 21:30 DDHC-RotF 01 Ten Towns 12 10 Show

Loot

  • Staff of Frost
  • Boots of the Winterland
  • Wand of the War Mage +1
  • Pearl of Power
2024-07-12 23:24 Rebuild Show

Natural Explorer (Arctic) -> Deft Explorer (Perception, Dwarvish, Primordial)

2024-07-12 19:00 DDHC-RotF 01 Ten-Towns 12 10 Show

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.

2024-07-19 21:00 DDHC-RotF 01 Ten Towns 13 10 Show

Loot

  • 200 GP
  • Potion of Healing
  • Cauldron of Plenty
2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 10 Show

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

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 10 Show

Loot

  • 50 GP
  • Grey Bag of Tricks
2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 10 Show

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!

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 10 Show

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

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 10 Show

bought

  • 2x Potion of Greater Healing (bought - -200GP)
  • Summon Beast Component (bought - -200GP)

Loot

  • Amulet of Health
  • Blessing of the Morninglord: You gain 10 temporary hit points each day at dawn.
2024-08-30 21:00 DDHC-RotF 02 Icewind Dale 17 10 Show
Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

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.

2024-05-10 21:00 DDHC-RotF 01 Ten Towns 6 51.025 10 Show

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.

2024-05-24 21:00 DDHC-RotF 01 Ten Towns 7 10 Show

Loot

Chwinga Charm: Charm of the Snow Walker

This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours:

  • You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice.
  • You can see through areas heavily obscured by snow to a distance of 60 feet.
  • You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you.
2024-06-07 21:00 DDHC-RotF 01 Ten Towns 8 10 Show

Loot

/

Level 4 (Ranger 4)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: ASI
Feat: Sharpshooter

2024-05-17 20:00 DDHC-RotF 01 Ten Towns 7 10 Show

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.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 25 10 🗹 (UC) Rae'shalare, Warrior's Lament (Longbow +1) Show

Loot

  • 25 GP
  • Scroll of Moonbeam
  • Scroll of Commune
  • Potion of Radiant Resistance
  • Potion of Vitality
  • Rae'shalare, Warrior's Lament (Longbow +1, Level 5 Item)
  • 20 Silver Arrows
2024-06-28 20:00 DDHC-RotF 01 Ten Towns 10 10 Show

Loot

  • Potion of Invisibility

Level 5 (Ranger 5)

Class: Ranger
Subclass: Beastmaster
HP: +8

Features: Extra Attack
Spells: Pass without Trace, Entangle -> Summon Beast?

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 10 Show
2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 27 10 Show

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...".

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 100 10 Show

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."

2024-07-12 21:30 DDHC-RotF 01 Ten Towns 12 10 ☐ (VR/AT) Staff of Frost, ☐ (UC/AT) Boots of the Winterlands, ☐ (UC/AT) Wand of the War Mage +1, ☐ (UC/AT) Pearl of Power Show

Loot

  • Staff of Frost
  • Boots of the Winterland
  • Wand of the War Mage +1
  • Pearl of Power
2024-07-12 23:24 Rebuild Show

Natural Explorer (Arctic) -> Deft Explorer (Perception, Dwarvish, Primordial)

2024-07-12 19:00 DDHC-RotF 01 Ten-Towns 12 10 Show

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.

2024-07-19 21:00 DDHC-RotF 01 Ten Towns 13 200 10 ☐ (R) Cauldron of Plenty Show

Loot

  • 200 GP
  • Potion of Healing
  • Cauldron of Plenty
2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 120 10 Show

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

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 50 10 🗹 (UC) Grey Bag of Tricks Show

Loot

  • 50 GP
  • Grey Bag of Tricks
2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 40 10 Show

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!

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 10 Show

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

2024-08-09 20:00 DDHC-RotF 02 Icewind Dale 15 -400 10 ☐ (R/AT) Amulet of Health Show

bought

  • 2x Potion of Greater Healing (bought - -200GP)
  • Summon Beast Component (bought - -200GP)

Loot

  • Amulet of Health
  • Blessing of the Morninglord: You gain 10 temporary hit points each day at dawn.
2024-08-30 21:00 DDHC-RotF 02 Icewind Dale 17 10 Show