Adventure Logsheet
Reghed Tribesfolk Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Reghed tribesfolk are mostly human, but some tribes, especially the Wolf Tribe, “adopt” compatible individuals of other races who might want to join them out of necessity or desire. The Hierarchy of a Tribe King/Queen/Chieftain – the leader of the tribe. Great Warrior – the leader’s bodyguard and executioner. Often a family member or spouse of the leader. Shaman – adviser to the leader and authority over healing and spiritual matters. Hunters and Warriors – the bulk of the able bodied Non-combatants – the old, disabled, carers, and the young. A tribe will have many dogs as sled dogs and guard dogs. Outlook on Life The Reghed nomads eke out a meagre existence on the desolate tundra of Icewind Dale, yet this is a life to which they are accustomed. Auril’s everlasting winter has made hunting and travel more challenging, to be sure, but the tribes are weathering these difficult times by rationing their food and letting nothing go to waste. If anything, the Frostmaiden’s cruelty has hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to prevail long after those feeble lights of civilization have been snuffed out. Food is critical, of course, and certain beasts of the tundra are staples among the Reghed tribes. Knucklehead trout and seals are often prepared for eating very near the scene of the kill, filleted or chopped and often eaten raw. Reindeer meat, on the other hand, must be cooked before consumption. Reindeer also provide the Reghed tribes with sinew, bone, and hide, all of which are used in the manufacture of weapons, clothing, and armour. Despite their determination, the Reghed tribes have declined over time. Lack of food – especially in the last year as the reindeer herds have depleted with less young being born – and tribal warfare with other Reghed nomads – usually over resources – have been major factors. But also battles with giants, yeti, orcs and even goblins have taken their toll. Some of the people of Ten-Towns are descended from the Reghed barbarians who settled in Caer-Konig and Bremen for a time. They abandoned their ancient traditions and self-sufficient lifestyle after they were decimated by the armies of Akar Kessell a hundred years ago. Many of their kin still roam the tundra, but Caer-Konig and Bremen in particular have significant populations of exceptionally tall men and women descended from the Reghed tribes. Titles In The Tribes All tribe-folk are given names when born by their parents. Titles, however, are often used instead of names. Sometimes they are defined by an event that happened in a warrior’s life, or by a job or skill that the person excels at. Titles are often earned by committing an act worthy of a story, whether from bravery, stupidity, or comedy. Titles can change throughout a Tribe-folk’s life as different things happen to them or they develop/hone different skills. You’ll notice a few names are repeated – this is not uncommon, as Titles define people as much as names, so it’s fine to have a few Sigrids in one tribe as none will have the same Title. Some of these titles are self-explanatory, Bonebreaker, Gorehammer, Stronghide, Wolfs/Wyrm/Trollbane and Giantstrike would have been earned in combat. Mossfoot and The Neverseen have high stealth, Shadowsight is a crack shot, etc. A few obscure ones here are; Asta is The Broken because she has let 3 Queens die and the shame eats at her, although the tribe blames the curse. Helga-Mother of Birds – keeps ravens and crows for messaging, and trains raptors for hunting. Aslung-Blackeyes shaves her head and covers the whole top of her head in black war paint, stopping just below the eyes. She wont say why. Revna Witherfingers deals with poisons and toxins, harvesting the good from the plants but has endured too many accidental pricks and her fingers have suffered from it. Njal The Wildling will sometimes shun the tribe to spend a week tending to the herds if they have sick/injured. Cairns Cairns are artificial landmarks made by piling up rocks, and are part of tribe life. Each tribe will make them as they make camp and they get left when they move on. Mostly rocks but also other things. They serve as a centrepiece of the campsite, which get added to with items as kills are made, or events happen. A ribbon dyed to represent a celebration, a carved tusk to show a birth. The longer a camp exists the bigger they are, and on rare occasions when mostly intact cairns are found they hold with them many memories. And when the tribe leaves, they leave a directional marker with stones and runes on the Cairn, so that any hunting/foraging party that returns can find it. They know that the snow and wind will knock them down/absorb them in a week or so, it’s just for anyone who wasn’t around when the tribe moved one. Each tribe would decorate them differently; Elk Tribe will have antlers obviously, and be large and clear, Bear will always decorate theirs with tufts of fur or pelt tied with tendons, and be wider rather than taller, Tiger will often have runes and carvings on the rocks that represent Auril and will include bones like ribs and femurs, Wolf Cairn’s will be small, stained with blood and unused parts of their kills. The Remaining Tribes Until recently there were only four Reghed Tribes left in Icewind Dale – The Elk, Bear, Wolf, and Tiger tribes. Of these, the Elk tribe are the most prominent, with the Bear Tribe second in population. A new tribe has emerged – Tribe of the Yeti. These are made up of outcasts, the disenfranchised, the marginalised, those too violent for most tribes, led by a Reghed priestess of Auril named Careri. Tribe of the Bear The Tribe of the Bear inhabit the lands east and north east of Easthaven. This tribe have often been allied with whoever can offer them some kind of advantage. A decade ago they allied with the Ice WItch and were part of her army but were defeated when they attacked Ten Towns. They have not yet recovered from their losses. Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of black ice from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into black ice berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favour. The Bear Tribe have always been isolationists, and the current King is very much in favour of continuing this policy. They minimise contact with civilised folk, only trading begrudgingly for metal weapons and tools, and stealing them as a preference. The Bear Tribe also choose to be apart from other Reghed tribes, and are more likely than any other tribe to engage in inter-tribal conflict. The Elk Tribe Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar, hero of Ten-Towns, companion to Drizzt Do’Urden, and member of Companions of the Hall. The Elk Tribe inhabit the lands north east of Caer-Konig. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. Tribe of the Tiger The Tiger Tribe lives in the lands between the coast and Maer Dualdon. This tribe shuns the stronger Elk Tribe and preys on the more populous but currently weaker Bear Tribe as well as the Wolf tribe. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. Their Queen, Bjornhild Solvigsdottir, is a fervent worshipper of Auril. Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic members don’t think it will survive much longer under its current lack of leadership. The tribe lives in the lands between Dougan’s Hole and the Spine of the World. The tribe has been without a king or queen for years. The most powerful chieftain Isarr Kronenstrom, is known to be a worshipper of Malar and a sadistic brute. To swell its ranks, chieftains of the Wolf Tribe have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns, disenfranchised members of other Reghed tribes, and even goblinoids. In addition the Wolf Tribe is engaged in a civil war between two factions – those that support Isarr Kronenstrom, and those allied with Aluka, another chieftain who believes allying the tribes with a deity of brutality is a mistake. Tribe of the Yeti Careri, a Reghed priestess of Auril, collects malcontents from the Reghed tribes under the promise of power and untethered war against the Ten Towns. Her pledge to the Reghed is to, in the name of Auril – the true power in Icewind Dale – build a Tribe of the Yeti more prosperous and savage than the other tribes. Together, they shall rule and hunt in the snow covered ruins of the southlanders. Careri’s elite warriors wear yeti furs to strike fear into the hearts of their enemies. They fight with cruelty and hate and, if possible, leave no survivors. Rumours about the bloodthirsty tribe abound in the Ten Towns, spread by those few people who have witnessed an attack and survived, covered by the bodies of their fallen comrades. Tribe of the Seal The Reghed tribes of lcewind Dale are bound by an ancient taboo that prevents them from venturing out onto the Sea of Moving Ice, or “the floating land.” as they call it. Though shrouded in language of superstition, the edict is ultimately practical, for the risks of travelling on the ice far outweigh the potential rewards. The short-lived Tribe of the Seal, which emerged during the heyday of the tribes under Wulfgar’s leadership, violated that edict, and the people of the tribes often point to that transgression as an explanation for why the tribe did not survive. The few scattered hunter-gatherer humans who live in the Sea of Moving Ice are mostly remnants of that tribe. Charms and Tokens Each tribesfolk child has an adult Reghed nomad assigned as a “guide”. The guide gives their child a small charm carved from bone or wood in the form of an animal, such as a seal or a polar bear. The charm has no supernatural of magical properties. Rather, it symbolises a trait associated with the animal the friend and the parents hope that the child will embody when he or she becomes an adult. The following are some typical charms and the traits they represent. Apart from a seal they never use an animal that is the totem of any of the Reghed tribes. Dog – Loyalty Polar bear – Courage Seal – Playfulness Mammoth – Strength Fox – Patience Owl – Insight Rothe – Serenity Dragon – Fierceness The child keeps his charm pinned inside of his sleeve or clipped to his belt at all times. As the child grows up, the friend who gave him the charm teaches him special songs associated with the animal and offers behavioural guidance associated with the represented trait. For instance, if the child received a seal charm, the friend shows the child how seals alternate periods of hunting with periods of play, demonstrating that both work and recreation are vital to a balanced life. A child with a fox charm is taken into the wilderness and shown how a fox waits quietly for hours on end for its prey to appear, demonstrating the benefits of patience.
Skalli "Frostgaze" Size: 175 Weigth: 45 Eyes: Eisblaue Wolfsaugen Hair: Schnee weiß, Wolfsohren und Schwanz Skin: ungesund Blass, mit Trible Tattoos Costomizing your Origin: Race: Shifter (Longtooth) Skill Proficiencies: Acrobatics Language Proficiencies: Common, Dwarvish (PHB) Source: Ability +2, one +1 Chose: Str +2, Wis +1 Ability Score Point ´Buy: St 15, Dex 14, Con 14, Int 8, Wis 12, Cha 8 Choose a Class: Barbarian (PHB) Weapon Proficiencies: Simple weapons, Martial weapons Armor Proficiencies: Light Armor, Medium Armor, Shields Skill Proficiencies: Perception, Animal Handling Choose a Background: White Wolf of the Wolf Tribe (Reghed Barbarian) Skill Proficiencies: Athletics, Survival Tool Proficiencies: Cook's Utensils, Leatherworker's Tools (SRD) (Prof. Swop Instroment to Cook's Utensils) Language Proficiencies: Giant (PHB) Free Feat: Tough Class Equipment Explorer's Pack, Javelin (4), Greatsword (EK), Handaxe (2) Equipment from Background White Wolf of the Wolf Tribe (Reghed Tribe Member) A hunting trap, A Set of tattoos marking your loyalty to Uthgar (Reghed Barbarian) and your Wolf tribal totem, Traveler’s clothes, Pouch 10gp DDHC-IDRoFM Icewind Dale: Rime of the Frost Maiden: Winter Survival Gear Gekauft: 1x Leatherworker's Tools - 5gp 1x Cook's Utensils -1gp Biography Skalli, erblickte das Licht der Welt in den eisigen Weiten von Icewind Dale. Sie wuchs im Tribe of the Wolf der Reghed-Barbaren auf, die nomadisch durch die gefrorene Tundra zogen. Ihre Geburt war von Anfang an ungewöhnlich, denn sie kam in einer stürmischen Winternacht zur Welt, während die Nordlichter den Himmel erhellten und der Vollmond sein bleiches Licht über die Landschaft ergoss. Als die Heilerin, die als Hebamme fungierte, das Kind zu den Eltern brachte, waren sie erstaunt über das, was sie sahen. Skalli hatte weißes Haar, spitze Wolfohren und einen buschigen Schwanz, und als sie ihre Augen öffnete, blickten sie in eisblaue Wolfsaugen. Ihr Vater, ein Mitglied des Gray Wolf Tribe, war ein stolzer Uthgardt-Barbar, der sich unter dem Einfluss des Vollmonds in einen wilden Werwolf verwandelte. Anders als die meisten, die ihre Lykanthropie als Fluch betrachteten, sah er es als ein Erbe an, das es zu akzeptieren galt. Skallis Mutter hingegen war eine Shamanin aus dem Tribe of the Wolf, die sich unsterblich in Skallis Vater verliebte, ungeachtet der Unterschiede und Herausforderungen, die ihre Beziehung mit sich brachte. Trotz ihrer offensichtlichen Andersartigkeit wurde Skalli von ihren Eltern bedingungslos geliebt und im den Tribe of the Wolf aufgezogen. Sie lernte die Kunst des Überlebens in der gnadenlosen Kälte und die Wege der Jagd von den erfahrenen Jägern ihres Stammes. Doch die Zeiten wurden düster in Icewind Dale. Strengere Winter, feindliche Stammeskonflikte und eine unwirkliche Dunkelheit, die die Sonne verdeckte, legten sich über ihre Heimat. Die verschiedenen Stämme begannen sich gegenseitig aufzureiben, und der Tribe verlor viele seiner Mitglieder sowohl an Feindseligkeiten als auch an Hunger und der gnadenlosen Kälte. Unter den Opfern waren auch Skallis Eltern. Zuerst verschwand ihr Vater eines Tages spurlos, und dann erkrankte ihre Mutter schwer. Skalli versuchte verzweifelt, ihr zu helfen, doch die Krankheit erwies sich als fast unheilbar. In einem verzweifelten Versuch, ihre kranke Mutter zu retten, begab sie sich auf die Suche nach einem mächtigen Druiden, von dem sie hörte, dass er möglicherweise helfen könnte. Doch was sie fand, war ein groteskes Ritual, das Auril geweiht war, der Göttin des Winters. Ihr Instinkt schrie, dass etwas daran falsch und verdorben war. Ohne zu zögern, unterbrach Skalli das Ritual und brachte dem offensichtlichen Frostdruiden den Gnadenstoß. Völlig verzweifelt machte sie sich auf den Rückweg, um ihrer Mutter in ihren letzten Momenten beizustehen, doch auf dem Weg zurück zu ihrem Tribe wurde sie überrascht. Ein mysteriöser Pfeil, der von unsichtbarer Hand abgeschossen worden war, durchbohrte ihre Brust. Sie konnte nur den Schaft und die Feder des Pfeils entfernen, während die Spitze in ihrer Brust stecken blieb, und sie begann immer kälter zu werden. Im Moment der herannahenden Bewusstlosigkeit hatte Skalli eine merkwürdige Vision von einem weißen Wolf mit schwarzen Klauen und Fangzähnen, der ihr eine rätselhafte Botschaft übermittelte. Als sie wieder zu sich kam, fand sie sich in dem vertrauten Zelt der Stammesheilerin wieder, die sie mit einem mysteriösen Kristall aus Eis an ihrer Brust vorfand, der sie vor dem sicheren Tod bewahrt hatte. Doch die Rettung war von einem Preis begleitet, den Skalli erst allmählich zu verstehen begann. So entschloss sie sich auf eine gefährliche Reise zu begeben, auf der Suche nach Antworten, Verbündeten und einem Weg, sich von dem Pfeilkopf zu befreien. Die Suche nach einer Lösung, die sie von ihrem eisigen Schicksal befreien würde, begann, während sie durch die eisigen Schneefelder von Icewind Dale zog. Skalli, auch bekannt als Frostgaze, ist eine imposante Gestalt, die die Erscheinung eines Wolfes mit der Anmut einer Kriegerin vereint. Ihre schneeweißen, überschulterlangen Haare fallen wild und ungezähmt über ihre Schultern, wobei einige Strähnen zu geflochtenen Zöpfen gebunden sind. Die Wolfsohren, die aus ihrem Haar herausragen, und der buschige Schwanz verleihen ihr ein animalisches Aussehen, während ihre eisblauen Wolfsaugen wie leuchtendes, ewiges Eis funkeln, was ihr den bezeichnenden Titel "Frostgaze" einbrachte. Ihr jugendliches Gesicht zeigt ungesund blasser Haut, und ihre körperlichen Merkmale wirken trotz ihrer Kraft und Stärke zerbrechlicher als sie tatsächlich ist. Die Kälte ihrer Heimat verbirgt oft ihre Haut, doch die Tribe-Tattoos auf ihrem Körper, insbesondere diejenigen in ihrem Gesicht, sind deutlich sichtbar. Diese Tattoos scheinen sich je nach Skallis Stimmung zu bewegen und zu verändern, von einem leichten Himmelblau bis zu einem strahlenden Tiefblau oder sogar rötlichen Nuancen. In der Regel kleidet sich Skalli in Leder- und Pelzkleidung in erdigen Braun- und Beigetönen. Sie trägt einen dicken Mantel mit Pelzbesatz und Kapuze, den sie tief ins Gesicht zieht, um sich vor den eisigen Winden zu schützen. Ihre Lederstiefel und Handschuhe sind ebenfalls robust und warm gefüttert, passend für die unwirtlichen Bedingungen ihrer Umgebung und im Stil der Reghed Barbarians gehalten. Ein blauer Kristall in der Mitte ihrer Brust bedeckt einen Pfeilkopf aus Ewigen Eis, der dort steckt, ein stummer Zeuge vergangener Kämpfe und eines unheimlichen Fluchs. Skalli versteckt diesen Kristall geschickt unter ihrem Pelz und Leder, sodass er nur bei genauem Hinsehen erkennbar ist. Es scheint, als würden die blauen Tattoos auf ihrer Haut um den Kristall herum pulsieren und sich verändern. Als Ausdruck ihrer Loyalität trägt Skalli stets ein geschnitztes Spirit Token aus Holz bei sich, das einen majestätischen Wolf darstellt. Zusätzlich führt sie ein Großschwert und zwei Handäxte mit sich, wenngleich sie diese Waffen nur selten einsetzt, da ihre Angeborenen Fähigkeiten sie oft mehr als ausreichend bewaffnen.
Teilnehmer: (1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 (1) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1 (1) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 1 (1) Yaidz - Kylan Bloodchaser - Goliath - Cleric 1 (1) Frederic - Elric - Human - Wizard 1 Starting the Adventure: The players have come to Bryn Shander at the behest of Speaker Duvessa Shane and the Council of Speakers to aid Ten-Towns. Shortly after arriving, the party has encountered a wounded Crag Cat, that has made its way into town in desperation for pray and begun eating away at a frozen-to-death fishermans corpse and bounty. The party managed to dispatch the beast non-lethally and released it into the wilderness. Sherrif Markham Southwell, alerted by the fleeing bystanders, has commended the party for their quick and sensible judgement and initiative and offered to accompany them to the town hall meeting. Quests: Main-Story Quest: Cold-Hearted Killer A serial killer has descended upon the Ten-Towns. They have slain three prominent figures in three separate towns: Bryn Shander, Easthaven, and Targos. They leave a distinctive calling card in their victim’s chests: a knife, made entirely out of black ice. With the Ten-Towns divided by the stress of the Rime, concerned officials stand little chance of stopping the killer in time before they claim their next victim. Hlin Trollbane, a retired veteran and bounty-hunter, has taken it upon herself to investigate the recent murders because no one else—not even the Council of Speakers—can be bothered. She has asked the party to help her take down her only suspect: a man named Sephek Kaltro. “Sephek Kaltro works for a small traveling merchant company called Torg’s, owned and operated by a shady dwarf named Torrga Icevein. In other words, Sephek gets around. He’s charming. Makes friends easily. He’s also Torrga’s bodyguard, so I’m guessing he’s good with a blade." “His victims come from the only three towns that sacrifice people to the Frostmaiden on nights of the new moon. This is what passes for civilized behavior in Icewind Dale. Maybe the victims found a way to keep their names out of the drawings and Sephek found out they were cheating, so he killed them. Maybe, just maybe, Sephek is doing the Frostmaiden’s work." “I followed Torg’s for a tenday as it moved from town to town. Quite the devious little enterprise, but that’s not my concern. What struck me is how comfortable Sephek Kaltro looked in this weather. No coat, no scarf, no gloves. It was like the cold couldn’t touch him. Kiss of the Frostmaiden, indeed." “I will pay you a hundred gold pieces to apprehend Sephek Kaltro, ascertain his guilt, and deal with him, preferably without involving the authorities. When the job is done, return to me to collect your money.” Reward: 100gp Sidequests: Foaming Mugs. Three frostbitten shield dwarves approached the characters in the snow-covered street, Hruna, Korux and Storn. They were due for an iron shipment for their forge, the "Blackiron Blades", but on their way from Kelvin's Cairn got ambushed by a peticularly violent Red Yeti. Their brother Oobok got brutally killed and now they're missing 600 pounds worth of iron for Bryn Shander forges. She promised the party a bag of gems worth 50gp each per Charakter, if they agree to bring back the missing sled and wares. After being held off for a few hours by a blizzard, the party found Oobok's body, aswell as traces of the sled and around half a dozen goblin tracks left in the snow. Having dealt with the looters, Goblinboss Izobai surrendered and begrudgingly fled with the survivors to their fortress of Karkolohk. Treasure: Izobai carried two potions of animal friendship and a sealskin pouch containing 13 sp, 25 cp, and a bone whistle (1 sp). The other goblins carried 37 cp in sum. Reward: 5 gems worth 50gp each and 10% discount at the Blackiron Blades. "The friendship of the dwarves of Icewind Dale can also be a boon in these harsh times." ... A Beautiful Mine. Speaker Duvessa Shane has hired the party to help with problems around Ten-Towns for a pay of 10gp per tenday. She recently has recieved a request for help from Termalaine, where Kobolds have taken over the local gem mines and tasked the party to travel north-west to investigate the issues. ... Lake Monster. Rumors from Bremen about a strange sea monster have reached Bryn Shander and Duvessa Shane has tasked the party to go and investigate around Mear Dualdon. ... Mountain Climb. The party overheard a group of fellow adventurers (Mokingo - male goliath warrior, Astrix - female tiefling wizard, Perilou - female halfling cleric) talk about a goliath werebear named Oyaminartok, who might have some information about what has befallen Icewind Dale. They are currently on their way to Targos. Loot so far: 52,85gp per Person 2x Potion of Animal Friendship each charakter recieved a trinket from the rollable Table in Appendix A ... Beru Chillwind Akannathi -1 Level in Hexblade warlock recieved: Oyaminartok's Legacy. This pole has a metal hook and a reinforced iron tip to break ice and provide additional safety when hiking through glaciers or steep mountain passes. There is a small indentation on the middle handle that, when pressed, extends a fishing rod at the bottom. Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. [This item is RaimundoO's Pact weapon and does not exists as a magic item outside of this Hardcover. It is just fun flavor.] After having completed 1 Sidequest in service to Bryn Shander the party has reached 2nd Level!
Teilnehmer: (1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 - none (1) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (1) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (1) Yaidz - Kylan Bloodchaser - Goliath - Cleric - none (1) Frederick - Elric - Human - Wizard - none Info: Das erste Abenteuer von Skalli beginnt mit den Gefährten, die in Bryn Shander ankommen. Kaum sind sie angekommen, hören sie einen Schrei und entdecken eine Cragecat, die an einem Fisch frisst, neben dem eine erfrorene Leiche liegt. Sie entscheiden sich, die Cragecat zu bezwingen und sie außerhalb der Stadt freizulassen. Danach begeben sie sich in die Townhall. Dort werden sie von Sheriff Markham Southwell empfangen, der ihnen erklärt, was in der Stadt vor sich geht. Duvessa Shane erklärt ihnen die Lage genauer und warum sie die Einladungen verschickt haben. Dabei erhalten sie verschiedene Quests: Side Quests: Termalaine: Untersuchung einer schönen Mine. Bremen: Bekämpfung eines Seeungeheuers. Bergbesteigung (Targos). Ortsinformationen: Bryn Shander: Northlook, eine Taverne, die von Abenteurern betrieben wird, mit einigen zwielichtigen Gestalten. Weitere wichtige Orte sind die Blackiron Blades, eine von Zwergen geführte Schmiede, das House of the Morninglord, ein Tempel von Lathander, und das House of the Triad, geweiht den Gottheiten Helm, Torm und Ilmatar. Arveiaturace: Ein antiker Weißer Drache, dessen Revier sich über ganz Icewind Dale erstreckt. Der Rote Yeti. Er ist in den letzten Jahrzehnten aufgetaucht und, um es mit den Worten meiner Yeti-Eltern zu sagen, ist verrückt. Er scheint von der blutrünstigen Natur dazu getrieben zu sein, alles, was ihm begegnet, aufzuspießen und zu verschlingen. Sein Fell ist mit Blutschichten befleckt, woher er seine Nase zieht. Mit ihm kann man unter keinen Umständen vernünftig reden. Die Gefährten werden von drei Zwergen um Hilfe gebeten, da ihre Eisenlieferung von einem Yeti überfallen wurde. Das Eisen wurde von Goblins gefunden, die aus Karkolohk stammen. Die Gefährten besiegen die Goblins und liesen die Hälfte der Mannschaft laufen. Die Zwerge die sie geschickt hatten stellten sich als Mitglieder der Blackiron Blades vor und geben nun 10% Rapatt auf Waren und Dienstleistungen . Am Abend, als alle in der Taverne saßen und den Abend ausklingen ließen, bricht plötzlich Chaos aus, als ein eisiges Messer durch die Wand sticht und eine Händlerstochter aus Easthaven tot auf der anderen Seite hängt. Ein Zeichen von Auril bildet sich in der Taverne. Es stellt sich heraus, dass alle Mordopfer in den Ten Towns sich aus einer Opferlotterie freigekauft haben, um nicht den Frostmaiden geopfert zu werden. Hlin Trollbane verdächtigt Torrga Icevein, den Beschützer von Sephek, sowie Sephek Kaltro, einen vermutlichen Frostdruide. Die Hauptquest besteht darin, den Cold-Hearted Killer zu finden und zu stoppen. https://imgsrv.roll20.net/?src=https%3A//thealexandrian.net/creations/icewind-dale/icewind-dale-travel-time-map.png Loot: 52,85gp 1x Potion of Animal Friendship Trinket: A stone from a burial cairn with a tiny Dwarvish rune carved into it 1 Lvl Barbarian
*** PURCHASE ENTRY ***
gekauft: 1x Silk Rope (50 feet) -10gp verkauft: 1x Hempen Rope (50 feet) +0,5gp
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 - none (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (2) Frederick - Elric - Human - Wizard - none Info: Als die Gefährten am nächsten Tag aufwachten gab es erst mal Frühstück (Kylan hatte sich ne Krippe eingefangen und musste zurückbleiben, kommt aber nach), Skalli entpuppte sich als Morgenmuffel und als Elric ihren Kopf von seinen Karten wegschiebte (während sie unordentlich vor sich hin Mampfte) verhielt sie sich dezent seltsam. Und musste sich von den anderen entfernen. Die anderen kamen ihr nach und nachdem sie sich kurz trennten und Skalli mit Beru sein Reittier vom Stall abholten (wo er ihr ein stück von den Fleisch seines Tieres zuwarf und sie es instinktif mit den Mundauffing) eine etwas peinliche situation enstand. Danach tragen sie sich wieder auf den Hauptmarkt. Eine Alte ettlerin enpupte sich als Beldora, verkaufte an Elric Thieftools und gab sich ihm als Harfnerin. Die ihn als Freun sah und sagte das er auf sich aufpassen sollte, danach verschwand sie wieder in ihrer Verkleidung. Vellynn Search: “Adventurers, I presume? Pleased to meet you. My name’s Vellynn, Wizard of the Arcane Brotherhood in Luskan. I have a minor task – not a task, really, just a request. A colleague of mine, a younger woman named Nass Lantomir, was supposed to meet me here in Ten-Towns, but I have had a hard time finding her. I’d be very grateful if you could keep an eye out for her. She has dark hair, glasses, and may be carrying an orb of quartz – about this big – with her. If you hear or see anything, let me know – I’ll give you 25 gp for any clue that leads me to her.” Ihr Bodygard is: "Literally 3 Kobolds in a Trenchcoat" als Skalli das feststellt fängt sie lauthals zu lachen an. Dannika´s Chwinga Research: Dannika Graysteel, gibt der Gruppe Laternen um Twinga kleine Naturgeister die in Icewind Dale leben aufzuspühren. (Will diese wohl Erforschen) Auf der Reise von Bryn Shander nach Targos war es recht ereignislos doch alls sie die Stadt betraten ergab sich ohnen ein Schrecklicher anblick. Ein Mann war in der mitte des großen Platzes völlig nackt an einen Pfal gebunden und mit Eiswasser überschüttet. Uns wurde erklärt das dieser in er loterie gewonnen hatte. Skalli wusste das dies ein Auril Opfer war doch die anderen fragten die leute die darum standen und flüsstern. Diese erklärten das der Naerth Maxildanarr der Sprächer von Targos hat vorgeschlagen Opfer an Auril zu bringen nachdem. Vurnis Frostdruidin (Die Skallis Clan vesucht hat davon zu überzeugen Opfer an die Frostmaid zu bringen, doch die Clanführerin hat es abgelehnt) die mit einen Weiteren Druiden in die Stadt kam. Ravisin Bruder von Vurnis, sind nach dem sie Targos besucht haben nach Lonlywood. Nachdem sie sich kurz noch mit den Bewohnern unterhalten hatten und Skalli weiter die szene anstarrte (und ihre Hand Blutig wurde von zusammen drücken) reisten sie weiter nach Termalaine. Auf den Weg dahin wurden sie von 2 Cragcats angegriffen die sie nach kurzen schreck ausschalteten. Skalli konnte mit hilfe von Aerlyn. Einen schönen Pelz abziehen und einiges an Fleisch rausschneiden. Durch diese zeitaufwändige verarbeitung konnten sie jedoch nicht gleich in der Stadt ankommen und schlugen ein lager auf. In Skallis wache bemerkte sie einen Owlbären der sich anschlich doch sie konnte noch rechtzeitig alarmschlagen. Als Beru aus den Zelt kam und das Tier anbrüllte wich dieser zurück und nach einen weiteren Knurren von Skalli machte dieser sich aus den Staub. Sie konnten so weiter Rasten und am nächsten Tag kamen sie in Termalaine an. Loot: Lantern of Tracking (Elementals) Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1/Warlock 1 (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 2 (2) Frederic - Elric - Human - Wizard 2 Loot: Lantern of Tracking (Elementals) Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. Story: The Party has made their way through Targos and arrived at the Mining Town of Termalaine. On their way they've met with Vellyne Harpell, a wizard of the Arcane Brotherhood: “Adventurers, I presume? Pleased to meet you. My name’s Vellynn, Wizard of the Arcane Brotherhood in Luskan. I have a minor task – not a task, really, just a request. A colleague of mine, a younger woman named Nass Lantomir, was supposed to meet me here in Ten-Towns, but I have had a hard time finding her. I’d be very grateful if you could keep an eye out for her. She has dark hair, glasses, and may be carrying an orb of quartz – about this big – with her. If you hear or see anything, let me know – I’ll give you 25 gp for any clue that leads me to her.” Vellyne was accompanied by Dannika Greysteel, a new resident of Ten-Towns trying to find a way to alter the climate in Icewind Dale. She's been giving out Lanterns of Tracking in hopes of finding or capturing a chwinga, several of which she believes are located in and around Ten-Towns. She thinks these creatures could be of help to the party: “Well met! You lot seem like you’re looking for work. Or trouble. You wouldn’t be standing around in this cold otherwise.”
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 1/Warlock 1 (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 2 (2) Frederic - Elric - Human - Wizard 2 Loot: 50gp for completing "A beautiful Mine" 50x intact geodes, worth 10gp each (500) 1x Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp. Psi Crystal Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Intelligence Score - Range of Telepathy - Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet Story: The Party has made their way to Termalaine and met with Speaker Oarus Masthew, who briefed them on the kobold situation of the mines. None of the miners has been hurt or seriously injured, merely been scared of. One casualty had appearantly fallen down the mines shaft into the underdark, but before the kobold had arrived there. Now many of the former miners have sought other work around ten-towns, mainly trying their luck on Maer Dualdon as fishers. Furthermore the town militia refused to aid or head his commands. He suspects influence from Targos on this matter, but has no proof on the matter, only a feeling of unease. He hopes solving the mines issues will bring trade and wealth back to Termalaine, strenghtening his position as speaker. In the beautiful Mine, the charakters have met with Trex and hisicewind kobolds, who sought refuge in the mine after being chased out of the foothills of Kelvin’s Cairn by a yeti. The miners got scared and ran off before Trex could explain that the kobolds meant no harm. Trex himself was possesed by the ghost of a scholar named Janth, who was studying the local flora in icewind dale. The kobolds happened upon the ghost while searching for shelter during a blizzard, allowing it to possess Trex without the other kobolds’ knowledge. Bound to his threadbare satchel, Janth's plan was to use the kobolds to lead him to one of the ten-towns, where he could posses someone more fitting and, preferably, more influential. The Party has aided the kobolds in slaying a grell, that was inhabiting the mines and thankfully managed to lay janths ghost to rest. Unfortunately not before Elric was hit by the ghosts horryfying gaze ability and aging 20 years... Oarus was initially hesitant to let the kobolds stay in the town. After hearing about their willingness to work, he decided to give them a chance and offerd them menial jobs. The kobolds, eager to prove themselves, turned out to be good workers. The townsfolk teased them at first, but eventually the kobolds won them over. Trex at this point had reverted to his skittish, much less intelligent self. The party has reached 3rd Level, after completing their first mayor task: A beautiful Mine
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 - none (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (2) Frederick - Elric - Human - Wizard - none Info: Oarus Masthew, Speaker of Termalaine Trex, Anführer der Kobolde - War besessen von einen Geist den wir besiegten Thwip, geschnappter Kobold der uns zu seinen anderen Führt Die Kobolde werden der Stadt helfen und in der Miene Arbeiten. Loot: 25gp small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp. (wurde von Skalli eingesteckt) Psi Crystal Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Intelligence Score Range of Telepathy Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet
Teilnehmer: (2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 - none (2) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (2) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (2) Frederick - Elric - Human - Wizard - none Info: Wir reisten nach Brynshander zurück und mussten im Haus des Morninglords Elric entfluchen lassen. Danach kehrten wir in die Taverne, die anderen inspezieren den Kristall und Skalli Trinkt solange bis sie Voll war. Und etwas zu kuschelig mit Elric wurde. Sie schlief auf seinen Schoss ein und wurde von Beru ins Bett gebracht. Als die Nacht verstrich wurde Skalli von unruigen Träumen von Schnee, Nacht und Blauen auge ungut aus den Schlaf gerissen am Morgen. Nach einen sehr peinlichen Morgen reiste die Gruppe nach Tagos wo sie den Toten Kylan fanden der eingefroren und auf gespiest wurde von einen stärkeren Spell als Frostknive. Das Zeichen von Auril enstand um den Späher. Er wurde von hinten erstochen, und war schon am Vortag tot. Er hat eine Karte mit einer Rute von einer Karavane die um den Maer Dualdon reist. (Mörderquest) Danach reisten wir weiter nach Bremen. Dorbulgruf Shalescar ist der Sprecher (600 Jahre alter Zwerg der schon Senil ist). Wurden von Grynsk Berylbore erst begrüßt der erst sehr skeptisch war doch als wir uns mit den Elf Tali, ein Naturforscher der die Quest nach Brynshander geschickt hat. Er erzählt uns von den Seemonster und gibt uns zwei Boote um auf den Fluss zu fahren. (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot:
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Spellcasting Sercives: -450gp Greater Restoration Mishann [House of the Morninglord] Story: The Party have rushed back to Bryn Shander, arriving late in the evening. Hoping to reverse the aging effect of Janths horryfying visage on Elric, they made their way to the House of the Morninglord. Inside they met with sister Mishann, a priestess of Amaunantor. who aspires to see the sun regain its rightful place in the sky over Icewind Dale. She calls Amaunator “the Morninglord,” a name that southerners use to describe Lathander, a god of the dawn and rebirth. Mishann views Lathander as a usurper of Amaunator’s light and doesn’t like it when people confuse the two deities. She's was able to aid the party in reversing the ghosts effects on Elric via a Greater Restoration spell, however she was unable to provide free charity to the charakters, as all the money collected through temple services currently is needed to provide for the community and help foster the local orphanage, run by the House of the Triad. Mishann rents her attic to a pessimistic rock gnome tinkerer named Copper Knobberknocker, who begrudgingly helps with services and chores. The two argue incessantly. While not being able to offer more aid to the party at the moment, Mishann assures the party she will call on them, when an opportunity arises to help ten-towns and offer more readily available help, once possible. In Targos the party has encountered a large crowd of people, gathered around the frozen and impaled corpse of their former ally, Kylan Bloodchaser. The charakters convinced the local guard to keep the remains of their dead friend and see to it, that he recieves a propper burial. Stopping by the towns store they met the scarecrow-like owner Jestin Hunrae and refilled their supplies. Jestin currently has one arm in a sling, seemingly due to an accident with a colliding boat from Termalaine, however the Party harbors suspicions about the verasity of this statement. Towns Speaker Naerth Maxildanarr and his Sheriff Skath have won their positions fairly, because of his popularity with the fishers, but he holds trade in Targos in somewhat of a stranglehold. Arriving in Bremen, the party has made contact with one fisherman named Grynsk Berylbore, a shield dwarf who owns a pair of rowboats tied to the docks and at first mistook the charakters for fishers and Tali, a gender non-binary half-elf researcher, who is in Icewind Dale to study how changes in climate alter the nature of the animal wildlife. They have begun to make plans on how to approach the Lake Monster living in Maer Dualdon, that has been attacking and sinking fishing boats.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Loot: 20gp 1x Spell Scroll: Animal Friendship Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. Story: The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully. A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.” The plesiosaurus answered straightforward questions and knew the following information: It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.) The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood. The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore. When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet. While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman. Marta sang a peculiar song to herself: Ahead of winter’s wind she came— The lovely woman with no name; Draped in a fur-lined cloak of red, To the icy lake she fled; The wind pursued her all the same— As sure as night she’s dead. She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman. Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale. Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk. Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again. The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (3) Frederick - Elric - Human - Wizard - none Info: Marta Peskryk, junge Bardin singt: 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. Cora Mulphoon, führt das einzige Inn in Bremen, die Geschäfte sind nicht gut momentan. Ihr Sohn war mal eine nachtlang verschwunden und kam mit einem Schwarzen Eiskristall zurück über den er Posessiv wirkte. Am nächsten Tag wo sie den Kristall anfaste rastete er fast aus. Danach kamen Tieflinge die ihm Anboten in einen Schloss. Seine Mutter möchte ihn wieder heim kommt. Loot: 5gp 1x Spell Scroll of Animal Friendship Skalli war Jagen und erlegte einen Elch: 1x Elch Meat (Adult) drei Tages Essen für 4 Personen 1x Elch Leather (Extrem gute Qualität) 1x Elch Antlers (komplett) 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.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Loot: 10gp/Person weekly payment by speaker Duvessa Shane 1x Lockbox, containing 92 gp, 76 sp, 125 cp, and seven gemstones worth 10 gp each Story: The party has made their way back to Termalaine on their way to Lonelywood, trying to investigate about the frost druids that seem to stir unrest in Ten-towns. Stopping by their friends Martas home, the Eastside Inn, they found that Trog's caravan was currently in town and decided to pay them a visit. Torrga Icevein's caravan consisted of three heavily laden dogsleds, each one pulled by six friendly sled dogs. One sled carried provisions and supplies for Torrga, her team, and her dogs. It flew a flag bearing the company’s emblem, a gold wolf’s paw on a black field. The other two sleds transported goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison (used primarily for killing vermin). Torg’s was an outdoor shop. Goods were unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods were stolen or fenced, and she sells them for double the normal price. She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly. Torrga is interested only in profits, turned a blind eye to Sephek’s murderous escapades, and tried to help him as best she could without endangering her own life. Sephek Kaltro was a well-built man in his thirties. He had an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wore no armor or cold weather clothing and didnt’t appear to be armed. His most striking feature were his eyes, which were as blue as a frozen lake. Because he was doing the Frostmaiden’s work, Sephek didnt’t care about getting caught and wasn't shy about admitting his guilt. In combat, he wielded a magical sword and magical daggers made of ice that he could conjure at will. He was also able to freely teleport short distanced in the snow and his wounds healed in the cold outside. As Skalli sank her teeth into the mans throat, a blood-gurgling laught escaped Sephek: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!” When Sephek drew his last breath, a cloud of icy vapor escaped his body and dispersed into the night. Torrga and her bandits, seeing no use in a continued fight, struck a deal with the party. Coin, in exchange for leaving her and her crew well enough alone and keeping their pretty little mouths shut. Otherwise the party might find themselves being unable to buy something they need or denied lodging at a local inn because the merchant or proprietor don’t want to earn Torrga’s everlasting enmity. The charakters wisely accepted.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (3) Frederick - Elric - Human - Wizard - none Info: Verteilte zwei Portionen Fleisch, eine für unsere Innbesitzerin und eine für Berus Axbeak. Reisen von Bremen nach Tagos wo das Elchleder verkauft wird und einiges anderes eingekauft wird. Danach weiter gereist nach Termalein. Marta Peskryk die The Eastside führt, Clyde der Vaterist krank und Beru heilt ihn von seiner Krankheit. Sie erzählten das Die Karavane von Torak in der Stadt ist und sie in ihrer Taverne nächtigen. Wir wollten diese sowieso untersuchen so suchten wir diese auf und stellten schnell fest das ein Token das unser Gefährte trug unter den Waren war. Sephek Kaltro, der Leibwechter der Karavane ist seltsam und läuft selbst bei Tiefgefrorenen Temeraturen in leichter Kleidung herrum. Als Torak sie auf ihn aufmerksam machte erkannte Skalli schnell das sie ihn töten Musste. Torak hat nachdem Skalli Sephek förmlich in der Luft zerriss einen Deal vorgeschlagen das nicht an die große Glocke zu hängen das ihr Leibwächter der Mörder der getöteten Ten-Towners war. Letze Nachricht von Sephek Kaltro bevor Skalli ihm die Kehle rausgerissen hat: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!” Als Skalli ihn untersuchte (und aus Wut nochmal in ihn Claw) fand sie einen Splitter aus Eis dessen Spitze Schwarz war. verkauft: 1x Elch Leather (Extrem gute Qualität) für 10gp in Tagos verkauft Ein Bote brachte uns den Lohn von 10gp. gekauft: 1x Potion of Healing -50gp 5x Oil (Flask) -5sp 1x Two-Person Tent -2gp Tratsch: The Dark Duges ist ein schiff das verunglückt, dieses Schiff war das wo Sephek Kaltro angeheuert war. In Easthaven, they caught an evil wizard who killed some adventurers. The town militia plans to burn the wizard at the stake. I hear the captain of the guard is looking for adventurers to help with another task that may or may not be related. Loot:
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Story: The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors. Nimsy Huddle, the town speaker, tempts you with freshly baked, halfling-shaped cookies. Her house was clearly built for humans, but most of the furniture is sized for halflings, with a few big chairs for visitors of taller stock. Four children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a fire crackles in the hearth in Speaker Huddle’s cluttered kitchen. “Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill it. We depend on the forest for our survival. I wouldn’t be a very good town speaker if I let a dumb moose get the better of us. Will you help?” She is willing to pay 100gp for the mosse's head and 25gp for the carcass from the local butcher. She also offered the Ramshackle (the closed inn) as an investment property, to do with what they will. The Party also was alerted to a few Chwinga by their Lantern of Tracking, who were playing house outside Nimsey's home. They managed to gleam the following information from the little fellas: 1. The frost druids are hiding in an old elven tomb deep in the forest and awakening beasts to terrorize ten-towns into worshipping Auril 2. One of the druids, Vurnis, was killed by the local shopkeeper for harassing Nimsey 3. The Tavern keeper is hiding secrets and those she has marked as enemies in the past have quietly vanished. One of the Chwinga grew fond of the party and has quietly come along with them. Each charakter has recieved one charm from the little gathering.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (3) Frederick - Elric - Human - Wizard - none Info: Nimsy Huddle, alias Großmama Speaker aus Lonlywood Was die Chwingas zu Skalli sagt: "Fürchte dich nicht, Bring ihr ein anderes Lied bei, die Geister mögen dich. Amarok wird dich beschützen. " (Naturgeist ihres Clans) Findet herraus das die Druidengeschwiester wirklich für viele Probleme in Icewind dale. Der Bruder wurde von der schwarzhaarigen Shopbesitzerin getötet. Seit Auril und ihre Anhänger im Tal sind wurde alles schlimmer. Einer der Chwingas folgt der Gruppe. Loot: Charm of Biting Cold This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you.
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (3) Frederick - Elric - Human - Wizard - none Info: “Gaze upon your own face and have seven questions answered.” “Unlock the tombs of the half moon.” Sahnar, a moon elf Mummy wurde von uns in den Elfenruinen gefunden als wir ihn ausversehen aufgeweckt haben. Er castete einen Moonbeam um uns in die versiegelten bereiche der Ruine zu lassen wo sich die Frostdruidin zurückgezogen hatte. Skalli riss Ravisin die Kehle herraus. Ravisin´s Letzte Worte: “You have gained nothing this day. Queen Geluvicken’s work continues and the Frostmaiden’s fury shall not abate until all of Ten-Towns is buried under ice and snow!” Loot: +1 Lvl Druid
Teilnehmer: (3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 (3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1 (3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3 (3) Frederic - Elric - Human - Wizard 3 Story: The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. At the Elven Tomb, the charakters have found and slain the White Moose and soon after awoke Sahnar, a moon elf mummy and guardian of the tomb, who helped them navigate the moon dial via a Moonbeam spell. which opens the various chambers of the facility. Full Moon Inscription. “Gaze upon your own face and have seven questions answered.” Half-Moon Inscription. “Unlock the tombs of the half moon.” Inside, they have fought and killed Ravisins the frost druid. Her last word, “You have gained nothing this day. Queen Geluvicken’s work continues and the Frostmaiden’s fury shall not abate until all of Ten-Towns is buried under ice and snow!” leaving the charakters with a warning for what is to come. The party has reached 4th Level!
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (4) Frederick - Elric - Human - Wizard - none (4) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Die Gefährten durchsuchen das Grab und fanden den Leichnam der Elfenkriegerin die sie als Beenhee besiegt hatten und den Leichnam von Ravisin´s Bruder Vonis. Sahnar erklärte den Spiegel der sich in den Grab befindet der Mirrow of the Fullmoon (Kristalball). Er aktivierte den Spiegel für uns und wir hatten 7 Fragen die wir stellen konnten. 1. Sahnar stellte die frage wie es seinen Nachfahren geht: gut haben ein Halbelfenkind. 2. Aerlyn wollte wissen wie es ihren Vater geht. Gut, befindet sich in einer Festung in Caer-Dineval wo alle Beowhner Chardalynketten tragen. Er kümmert sich um jemanden der eingesperrt ist. 3. Beru wollte wissen was er ist. Sah wie er geboren wurde, ausgesetzt wurde, und gerettet wurde. 4. Skalli stellte die Frage wie sie den Ewigen Winter loswerden. Sie sah zwei Visionen. Die erste enthielt einen Gnom in einen Tempel. Von ihm zu einer einsamem Hütte im Norden wo ein einzelner Sonnenstrahl darauffällt. Die zweite Vision enthielt einen Gletscher die Gruppe mit Verbündeten vor standen konnten nichzt passieren. Von dort auf eine Insel mit einer Festung die aussieht wie ein Schädel und einer Krone darauf. Ein weiß eingehülltes Buch in den Händen. Eine weishaarige Frau mit einer Augenklappe (Vellynne) und drei Kobolde in einen Trenchcoat. Elric. Als Skalli die Hand vom Spiegel weg nehmen wollte, starrten sie zwei eisblaue Augen an und sagten: "Da bist du." Sie schreckte zurück, stieß an die Wand und lies sich an dieser herrunterrutschen, sichtlich verstört und ängstlich. 5. Sahnar stellte eine Frage um uns in diesen Moment am besten zu helfen. Er sah einen Schlitten den ein Halfling steuerte, dieser wurde von zwei Schlittenhunde gezogen und von einer Lawine Floh. Sein Schlitten steckte fest und er Kopf über im Schnee steckte. 6. Aerlyn fragte was es mit den Chardalyn auf sich hat. Sie sieht Duregar die im Schutz der dunkelheit Charderlyn abbauen und in einer Festung Waffen herstellen. Ein konstrukt ist sichtbar das einen Drachen ähnelt der komplett aus Chardalyn besteht. 7. Aerlyn fragte was es mit den Ever lasting Rime aufsich hat. Sie sah eine Frau mit einer Eulenmaske und einen Stab dessen Spitze ein Stück Reinen Charderlyn trug. Sie sattelte einen Großen Adler um in der Nacht über Eiswind Dale zu vielen und einen Spell zu casten der den Schnee mehr bringt. Durch Skallis Frage gefunden suchte die gruppe den schlitten und zog den Halbling aus den Schnee. Kurz darauf kam aus den Blizzard eine Gestallt die Skalli fixierte. Die Frostmaid hatte sie gefunden. Doch sie Sprach nur und schitt langsam auf sie zu. Sie drehte nach wenigen schritten um als sie fertig war mit den Worten die sie an Skalli richtete hatte. Aus den Wald kamen Lichter. Die Geister derer die geopfert oder getötet wurden. Die gruppe konnte nur gerade so dem Frost tot entkommen doch verloren dabei Beru Axbeak Chonk der zu Eis erstarrte. Wir kamen bei Nimsy Huddle wieder an und erzählen was passiert was. Bekamen die versprochene Belohnung und verbringen die Nacht dort. A wooden cup with a winged fish etched into the side Treasure. Tucked under Vurnis’s corpse is a sharkskin pouch that contains two potions in crystal vials: a potion of resistance (radiant) and a potion of vitality. Loot: 1x Potion of Vitality 1x Potion of Resistance (Radiant) 1x Spell Scroll Moonbeam 1x Spell Scroll Comune Mundane Items: 1x Urkunde für das Ramshakle Inn 1x Druidic Focus 1 Sack voller Chardalyn Splitter Trinket: Book about druidic rites and lore written in druidic.
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 4 (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1 (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4 (4) Frederic - Elric - Human - Wizard: School of Evocation 4 (4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4 Loot: 135gp for completing "The White Moose" 1x Potion of Vitality 1x Potion of Resistance (Radiant) 1x Spell Scroll Moonbeam 1x Spell Scroll Comune ... An unstrung bow was found in the tombs. Rae'shalare, Warrior's Lament Weapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed [This Weapon serves as C0ldW0lfs 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] Story: The heroes have defeated Ravisins and accessed the Mirror of the Full Moon. While the moon dial lights its frame, the mirror functions like an crystal ball of scrying. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it. “Gaze upon your own face and have seven questions answered.” 1. Sahnar demonstrated how the mirror functions by using it to glean information about his descendants whereabouts and wellbeing. His halfelven grandson lives happy and well. 2. Aerlyn asked how her father was faring. He is well, but surrounded by mysterious men, wearing amulets made of black ice in the shape of a sword. He's serving food, tending to someone imprisoned. 3. Beru asked "Who am I?". The vision showed his birth to him. Has ancestry, his mother. It showed how he was cast into the icy lake for being to fragile of a goliath son. How he was saved by a werebear goliath and then brought to Bryn Shanders orphanage. And it showed him Helm, the God of Vigilance, who beckonned him to "protect them...". 4. Skalli asked how to end the Everlasting Rime. She was shown two Visions. First there was a gnome, dressed like a teddybear, asking for assistance and then a single ray of sunshine, falling onto a lonely Black Cabin beyond the woods. The second showed to her a massive glacier, unpassable by mortal means. The vision turned back t'wards an island deep in the sea of moving ice, which houses a fortress in the image of a crowned skull. A book clad in white in their hands, an old woman with white hair and an eyepatch and three kobolds in a trenchcoat. And finally just standing behind herself, Elric. As she was about to take her hand away from the mirrors surface, two icy blue eyes stared back at her, slowly freezing the edges of the mirror: "There you are..." The Frostmaiden has layed eyes on them. Before fleeing the evlen tomb immediately, Aerlyn quickly used two more questions on the mirror, not letting the chance to unravel at least some of the unfolding events pass them. 5. Aerlyn asked about all the Chardalyn they've encountered on their journey so far. They saw duergar, stealing away in the dark of night. Bringing chardalyn to a hidden fortress deep in the mountains. They saw them forging weapons of war and a gargantuan construct, a dragon made entirely of chardalyn. 6. Aerlyn asked about the Everlasting Rime. She saw a giant woman with an owl mask and a staff with a chardalyn crystal on top of it. She mounted a massive predatory bird, flying into the night sky and casting some manner of spell, emboldening the endless snowfall. Sahnar then urged the party to move along. They made their way into the wood, towards a frozen river. There they stumbled upon the crashside of a dogsled and a Halfling, burried head frist into a mount of snow. Osric Whisperwood was a member of another adventuring party hired by Duvessa Shane. They had been looking into climbing Kelvins Cairn and speaking with Oyaminartok, a werebear goliath and local legend said to have unique insight into the happenings of the dale. Sadly they were ambushed by a yeti in a blizzard. Osric had fled the scene together with 2 dogs to go and get help, buth got lost in the storm. As they were gathering their wits, Auril herself appeared before the heroes. She spoke to them, offering sweet eternity as part of her eternal garden of ice and the beauty she's bring. Not understanding how these mortals couldn't fathom her work and ideals. She adsressed Skalli one last time before disappearing into the snow, the the lights came creeping in. A small army of Coldlight Walkers was approaching them, wounding them severely, almost killing some. (7th question answered) They managed to flee only by Sahnar's timely arrival. He had used the last of the mirrors power to see a way to save them from this doom, only to realize a sacrifice need be made. He joined onto the battlefield with a Forbiddance spell at the ready, which he had cast on his way and struck down against the undead, subsequently ending his own existance along with theirs. "Fly you fools...".
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (4) Frederick - Elric - Human - Wizard - none (4) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Nimsy weis das Frostriesengeister auf einen Hügel zwisprache halten. Dort soll Schätze und ein Artefakt schlummern. Ein Werbär Namens ... kennt das Icewind Dale und seine Bewohner und Völker. Weis vieleicht was hier vorsich geht. . **Gerücht aufgeschnappt:* - Ein Komet ist im Süden von Ten Towns vor einer Woche runter gefallen. Bei Dougan Hole, in Richtung der Redwaters. - Gnole überfillen eine Anglerin die einen Magischen Angelhaken hatten aus Eastheaven.* . Die Kobolde in Termalein wurde angeboten in der von uns bekommenen Taverne zu leben und sie in Schuss zu halten. . Osric´s ehemaligen Gruppenmitglieder Mokingo Growling Bear Akannathi, ein männlicher Goliath-Krieger, der entschlossen ist, Oyaminartok zu finden und sich gegen sie zu beweisen Perilou Fishfinger, eine weibliche Leichtfuß-Halbling-Anhängerin von Yondalla (Halbling-Gott der Fruchtbarkeit und des Schutzes) und Mokingos treue Gefährtin Astrix, ein weiblicher Tiefling, der viel murmelt und flucht (Garret kennt ihre Geschichte nicht) Keegan Velryn, Mann des verschollenen Fremdenführers Loot: 10gp 1x Potion of Invisibility Trinket: Hauer eines Eis Trolls. Trinkets: Scrimshaw a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it. 1 lvl Moon Druid Lvl 5 Item Chose: Moon Sickle +1 Weapon (sickle), uncommon (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Teilnehmer: (4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 (4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1 (4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4 (4) Frederick - Elric - Human - Wizard: School of Evocation 4 (4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4 Loot: 10gp/Person 1x Potion of Invisibility One pair of Ice-Troll tusks Scrimshaw of a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it. Astrix' leather-bound spellbook, which contains the following wizard spells: Alter Self, Cloud of Daggers, Comprehend Languages, Detect Magic, Expeditious Retreat, Scorching Ray, Shield, Suggestion, and Tenser’s floating Disk. Story: Back at Nimseys in Lonelywood the party could finally catch some breaths, exhausted and cold and finally take a deserved long rest. The next morning moods were grim. The party had lost Chonk, Berus axebeak, to the Coldlight Walkers. Trying to help sooth the characters woes, Nimsey offered her best halfling hospitality, but to little awail. She told them of Jarlmoot, an ancient ritual ground of Frostgiants, who ruled this land a long time ago. Some manner of test and insight might be acquired there, aswell as an old relic hidden there. She also was able to tell them a little more about Oyaminartok, the werebear goliath and her clan, going around the dale and helping those in need. Surely, if anyone, she knows how to help them. After collecting themselves and deciding their next steps, the party set on going north, to Kelvin's Cairn and try to save Osrics old party members and their survival guide, before cutting east and checking in with Aerlyns father, to settle some long standing worries she's been harboring. The Icewind-Kobold were given the deed to the Ramshakle Inn to make their new home and keep it for the charakters. Quest: Mountain Climb Osric and his party, Mokingo Growling Bear Akannathi (male goliath warrior), Perilou Fishfinger(female halfling cleric) and Astrix (female tiefling wizard), hired the help of Garret Velryn, a survialist and moutain guide, but were ambushed by a yeti in a snowstorm The characters managed to get a badly hurt Garret and deeply exhausted Perilou down from the mountain and to their save encampment. Sadly Mokingo was already half eaten and his head mounted like a trophy among others. Astrix in her panik fled UP the mountain, instead of down and froze to her death. On the mountains peak they found her, kneeling frozen in front of a long extinguished fire, next to another corpse, that of a once very popular dwarven daredevil with blue boots. Auril in her Frostmaiden form greeted the party, frozen in shock. She beckonned to the lands below and its pristine beauty. It seems that, for now, she's more interessted in what these "heroes" would do next, than anything else and expressed once more her lamenting Skalli's growing effort to evade her. She gidted them with advice before parting: "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." "Your compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay." By the Frostmaidens grace the party has reached 5th Level!
*** TRADE ENTRY ***
Tradet with Yūgure https://www.adventurersleaguelog.com/users/36450/characters/107547/tradelogentries/1126820
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1 (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5 (5) Frederick - Elric - Human - Wizard: School of Evocation 5 (5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5 Loot: 350gp 1x healer’s kit 1x hunting trap 1x Potion of Resistance (cold) 2x Amulet of the Devout +1 Wondrous item, uncommon (+1), (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. This Item is to be considered your 5th level "choose one magic item". [These two Amulets serve as Echos and Raimundos 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] ... Boots of the Winterlands Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: 1. You have resistance to cold damage. 2. You ignore difficult terrain created by ice or snow. 3. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. Wand of the War Mage +1 Wand, uncommon (requires attunement by a spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. Story: Returning Survivors Beru and Osric have escorted Garret back to his husband in Targos and Perilou to Bryn Shander. While their is buisy working in Caer-Dineval, they have been summoned by Naerth Maxildanarr (Speaker of Targos), who thanked them personally for saving one of his citizens. Word of the parties deeds have started to circulate around ten-towns and Naerth has heeded the peoples wishes to no longer sacrifice lives to Auril and instead fallen back on heat and warmth to appease the Frostmaiden. As a sign of gratitude and "investing into the future of ten-towns", Speaker Naerth has handed them a letter for Duvessa Shane, solidifying relations between their towns. Furthermore, his trade network (the Zentharim) was able to percure a number of usefull Items, that might come in handy for the journey ahead (see loot). Back in Bryn Shander Beru and Osric delivered the message to Duvessa Shane and shared some of the information the party has gleaned from the mirror of the full moon and about the frostmaidens influence about events in ten-towns. While concerned, she asked them to continue their good work for the towns and look further into what they can help with and learn in Easthaven and beyond, especially about these visions of secret grey Dwarves, who reportedly have been starting to attack travelers and civilians. Meanwhile she would work to best aid them on the political fields, because "whatever you people are doing, by the gods, it works." 100gp inherritance from the fallen adventurers 50gp weekly payment from the Council of Speakers Main-Story Quest: Black Cabin. On their way to pay respect at the House of the Triade, Beru and Osric have been stopped by Copper Knobberknocker, who is just a little worried a friend named Macreadus, who is conducting research at an old cabin in the wilderness. He says that if the party finds themselves nearby, he would appreciate it if they looked in on Macreadus, who’s trying to build a device that could end the Frostmaiden’s eternal winter and return summer to Icewind Dale. Copper asked them to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome has paid for the provisions, he can’t offer a reward; however, Mishann, the priest who runs the House of the Morninglord, offered free healing and other spellcasting services to those who complete Copper’s quest and return. At the House of the Triad Beru met with his adoptive father, an armored human man and always vigilant war cleric of Helm. While beginning to slithgly gray in his age, his father has remained an alert and compassionate demeanor. Beru and Osric were affored on brief evening of respite with his adoptive family among the orphans and priests. They shared a wonderful meal in celebration of the parties deeds across ten-towns. Even chicken meat was afforded by an anonymous benefactor and supper was both fulfilling and lasted for a few precious hours. Beru and Osric will start their next adventuring day under the effects of a Heroe's Feast (18hp). Beru took the opportunity that night to also make his oaths. Returning to Cear-Dineval Perilou, the halfling cleric, caught Osric on their way out of town and thanked them again for saving her life. "We'd have all died up there if it wasn't for you."
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - 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 - ? Info: Crannoc Siever, Sprecher von Cear Dineval, der schon länger Krank ist. Kadroth, einer der Anführer in den Cult der den Cear eingenommen hat, hat uns schon erwartet und ist telepatish Averes, einer der Anführer in den Cult die sich im Keller aufhällt, wo der rest der Angestellten festengehalten wird. Hathyl Arkorran, die Hellseherin die sich im Cear eingenistet hat hatte uns erwartet. Sie Erklärte uns was im Schloss aber auch ausserhalb ein paar dinge vorgehen. Doch als sie dies getahn hatte starb sie einen natürlichen Todes. 1. Levistus hat seinen Cult in Icewind Dale um den Cordisel of White zu finden der ihn aus seinen Gefängnis befreien kann wo er von Asmodeus eingesperrt wurde. 2. Asmodeus hat einen Pakt mit Auril um seinen Gefangenen (Levistus) in seinen Gefängnis zu halten, und gleichzeit stellt er in einer Duregar Festung aus Chardalyn Waffen her, darunter ein Drachenartiges konstrukt das er verwennden will um Auril zu Töten und ihre Macht zu absorbieren. 3. Auril verwendet Asmodeus Pakt dazu um weiterhin Icewind Dale Chaos zu verursachen (Will nicht das Levistus den Cordisel of White findet) und ihren Einflusst zu erhöhen. Haben den Speaker befreit und die Cultisten ausgedünnt. Dabei haben wir den Sohn von der Wirtin gefunden die uns gefragt ob wir nach ihn sehen können. Loot:
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1 (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5 (5) Frederic - Elric - Human - Wizard: School of Evocation 5 (5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5 Loot: Avarice's Spellbook Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover. The book contains the spells: 1st Level: Burning Hands, Find Familiar, Thunderwave 2nd Level: Rope Trick 3rd Level: Lightning Bolt, Tongues 4th Level: Ice Storm, Wall of Fire 5th Level: Cone of Cold, Wall of Force Staff of Frost Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile Arcane Grimoire +1 Wondrous item, uncommon (+1), (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. [This Item serves as Frederics 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide] Story: Quest: Black Swords Outcome 2: Routing the Cultists If the characters rout the cultists and release Speaker Crannoc Siever, the speaker asks them to call out the town militia so that the castle can be refortified. Henceforth, the speaker lets the characters rest at the castle whenever they need to. His home is their home, so to speak. Characters will quickly learn that the speaker is a blowhard and firebrand who enjoys living like a king behind his castle walls. Without their leaders, Kadroth and Hethyl, the Knights of the Black Sword are rudderless until Redacted finally steps up to fill the power vacuum. The characters are doomed to cross paths with the cultists again. Fated Ally (eliminated?): Avarice and the cultists can never again become allies to the party in the upcoming events.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - 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 - ? Info: Danneth Waylen, Speaker von Eastheaven. Copper Knobberknocker, ein Gnom der im Haus der Triade untergekommen ist. (Drei sind besser als zwei!) Loot: 500gp = pro Spieler 100gp 1x healer’s kit 1x hunting trap 1x Potion of Resistance (cold) 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: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. 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. 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.
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
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 - ? Info: Brother, You will find me on the frozen ferry in Easthaven. From this new base, the search for chardalyn continues. Long may our father reign over this dark land! Durth Loot: 1x potion of healing 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.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 200gp 1x Potion of Healing 1x Potion of Greater Healing 1 Common magic item of choice for every charakter Bag of Tricks (Gray) Adventuring Gear (Wondrous Item) This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Dzaan's Spellbook A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell. After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells: detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming Vellynne Harpell's Spellbook Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph [Vellynnes book is granted access to, not looted!] Story: Fated Allies: The Council of Speakers After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon. The charakters have advanced to chapter 2!
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Die Briefe im Duregarversteck Thanks to your timely information, the wizard’s ship was destroyed before reaching Icewind Dale. Consider this chardalyn a token of the Frostmaiden’s gratitude. PS: Do not harm the bird delivering this letter, it is dear to me. Y. The wizard looking for Netherese ruins is no longer an issue. He was burned on the stake b– Das Chardalyn in dem Versteck ist überschuss und die Vorbereitungen sind fast Abgeschlossen. Was die Speaker auf der Versammlung von uns wollen: - Speaker Duvessa Shane suggests speaking with the goblins in Karkolohk, Danneth Waylen suggests talking with the psychic Telvaster Haningbell, and Speaker Edgra Durmoot from Dougan’s Hole suggests seeking out the Reghed barbarians. Loot: 200gp 1x Potion of Healing 1x Potion of Greater Healing 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. Commen Magic Item Chose: Frostwolf Armor (Smoldering Breastplate) Medium armor, common These breastplates have been reinforced with the fur of a winter wolf so that the animal's icy aura can still be slightly felt on them, causing icy fog to rise from it.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Amulet of Health Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn. Story: Quest: The Black Cabin
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Arveiaturace, der weiße Tot. Meltharond ihr ehemaliger Herr (Erzmagier) Brief: Macreadus, I’ve had enough of this damned, relentless cold. I feel it creep into my bones, my head, my heart. I’m heading back to Ten-Towns for a decent meal and a warm bed. I fear this endless winter has numbed your mind, and any tinkerer worth their chains can see the Summer Star is a fool’s errand. Maybe without me here to incessantly complain to, you’ll finally snap out of your obsession. If you truly insist on dedicating your remaining days to this doomed project, might I suggest that three is better than two. I considered telling you before, but you were particularly rude about the dinner I made last night. May the light of the Morninglord protect you, Copper Elric wurde von dem Burst der vom Summer Star ausging pulfersisiert und später als Aurils Coldnightwalker angriffen vom Morning Lord wiederbelebt. Hat uns vorher als Geist versucht dinge rauszufinden. Loot: Summer Star ist in Berus Besitzt Amulet of Health Wondrous item, rare (requires attunement) The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Spell Scroll: Knock Story: Fated Ally: Oyaminartok and her werebear goliaths
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 - ? Info: Anga Awakend einen Potwal der eine Lokale Legende ist. King Gunvald Halraggson König des Bären Tribes hat Chardalynvergiftete Stammesmitglieder verbannt. Loot: 1x spell scroll of knock.
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Potion of Resistance (Force) 1x Potion of Resistance (Fire) 1x Potion of Resistance (Cold) 1x Potion of Resistance (Acid) 1x Spell Scroll of Invisibility ... Gift of Mystryl. Cast the minor illusion cantrip at will. ... Among the ruins of the Netherese Spire several books have been found. Magical Wonders of Netheril. This book is a collection of interviews with Netherese archmages, who discuss their studies of ancient elven magic and the creation of mythallars. The book includes sketches of such devices. Mysteries of the Phaerimm. This book sheds light on the phaerimm—telepathic, funnel-shaped monsters of malevolent intellect that lurk in the Underdark—and includes disturbing sketches of them. Wizards in the Hollow. The birth of the Netherese empire is chronicled in this otherwise dull, plodding story about the lives of three Netherese wizards. Ajamar’s Guide to the Phantastic. This breezy, lighthearted treatise on illusion magic was required reading in many Netherese classrooms. It describes clever ways to use common illusion spells. The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars. Lost Scrolls of Sabreyl. Written in Elvish, this scholarly tome copies and analyzes fragments of eight ancient scrolls left behind by a sun elf wizard who taught magic to the cloud giants of Ostoria, a bygone empire that collapsed 40,000 years ago. From Shadow, Substance. This speculative work discusses how one might harness the Weave to turn an illusory object or creature into its real counterpart, with commentary and criticism from noteworthy Netherese illusionists. Here Lies the King. This elaborately plotted novel features an illusionist who uses magic to impersonate a prince, supplant a king, rule a fictional kingdom for sixty-one years, and fake his own death. Ventatost. This book uses testimonials and conspiracy theories to piece together events leading up to the destruction of a Netherese city called Ventatost, which disintegrated as it flew over the forest of Cormanthor nearly two thousand years ago, before the fall of Ythryn. Story: Quest: The Spire of Netheril explored Elric has a Mirror Image made reality for 23h. Fated Ally (eliminated): Dzaan's Simulacrum has been dispelled! The simulacrum has not been made a true clone of the red wizard Dzaan. He can neve again become an ally to the party in the upcoming events. "Just a few more missions and i would have been given lichdom..."
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Loot: 1x Potion of Resistance (Force) 1x Potion of Resistance (Fire) 1x Potion of Resistance (Cold) 1x Potion of Resistance (Acid) 1x Spell Scroll of Invisibility Altar. The altar hangs 9 feet above the “floor” and merges seamlessly with the “ceiling” to which it’s attached. A detect magic spell or similar magic does not reveal the magical aura around the altar, which is protected by a permanent version of the Nystul’s magic aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. The first time a character who can cast spells touches the symbol of Mystryl carved into the front of the altar, a stoppered flask filled with a luminous blue liquid appears in a shimmer of light “atop” the altar and immediately falls, shattering on the ceiling-turned-floor unless someone within reach catches it. Catching the falling flask requires a successful DC 10 Dexterity saving throw. If more than one character succeeds on this save, the one who rolled highest is the one who catches it. If the flask shatters, its contents evaporate instantly. Only one such flask can be created, after which the altar becomes nonmagical. A character can use an identify spell or similar magic to determine the properties of the blue liquid in the flask. Any creature that drinks all of it gains the ability to cast the minor illusion cantrip at will, using Intelligence as its spellcasting ability. If the creature that drinks the liquid can already cast the minor illusion cantrip, or if the liquid is consumed by more than one creature, nothing happens and the gift is wasted. Gift of Mystryl Cast the minor illusion cantrip at will,
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: / Story: Quest: The Reghed Tribes Fated Ally: King Jarund Elkhardt and the Elk Tribes
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Ka'ana Hauptshamanin des Elktribes und Freundin von Angar, Skallis Mutter. Jarund Elkhardt König des Elktribes, will uns helfen wenn die Tentowns mit den Tribes handel Tribe und Jarlmund ein Horn of Blasting ergattern. Die Bärtribe Shamanin vergiftet die Fraun des Bären Tribes weil sei selbst die Frau des Königs werden will. Isarr Kronenstrom, selbsternanter König des Wolftribes und Anhänger von Malar. Bjornhild Solvigsdottir, Königin des Tiegertribes und Anhängerin von Auril. Gunvald Halraggson, König des Bärtribes dessen Volk allmählich verrückt wird durch schwarzes Eis. Honeybee Littlebucket, alter Bekannter von Skalli. Sangra Grisgir, ein Häupling des Wolftribes. Loot:
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: / Story: Mountain Tracking toward Skytower Shelter
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 - ? Info: Kwan the Monolith Akannathi sucht nach der Werbärin um die stämme der Goliath wieder zu verbünden. Beru zähmt eine Owlbärmutter mit ihrem jungen. Loot:
Teilnehmer: (5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (5) Frederick - Elric - Human - Wizard - none (5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x Potion of Gaseous Form 1x Yellow Diamond Elemental Gem ... Hook of Fisher's Delight Wondrous item, rare This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. Fish Color Magical Property 1–10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11–14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15–18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. Downtime Activity: Griffon Taming Goliaths of the Akannathi clan can learn to raise and tame griffons using secrets passed down through the generations. The clan’s griffon trainer, Rahi, shares these secrets with clan members who show great wisdom. The goliaths don’t ride the griffons; rather, they train them to hunt like falcons. The griffons are taught to respond to goliath whistles and never stray too far from their masters. A goliath character who earns Rahi’s respect can be taught the secrets of griffon taming over a period of 1 year, during which time the character is entrusted to watch over and protect a single griffon egg and, when it hatches, the emergent griffon youngling. At the end of the year, if the griffon is still alive, the character must make a DC 15 Wisdom (Animal Handling) check, with advantage if the character accepts Rahi’s guidance. If the check fails, the character is unable to tame the griffon. If the check succeeds, the character tames the griffon and bonds with it for life. Control of the griffon can be given to the goliath’s player at this time. Modify the griffon stat block as follows to account for the young griffon’s development: At birth, the griffon is Tiny and has 5 (1d4 + 3) hit points, a flying speed of 40 feet, and a Strength score of 2. It has a +0 bonus to hit on its attacks and deals 1 piercing damage with its beak and 1 slashing damage with its claws. Its challenge rating is 0 (10 XP). After 1 year, the griffon is Small and has 13 (2d6 + 6) hit points and a Strength score of 8. It has a +1 bonus to hit on its attacks and deals 2 (1d4) piercing damage with its beak and 2 (1d4) slashing damage with its claws. Its challenge rating is 1/4 (50 XP). After 2 years, the griffon is Medium and has 32 (5d6 + 15) hit points and a Strength score of 12. It has a +3 bonus to hit on its attacks and deals 4 (1d6 + 1) piercing damage with its beak and 6 (2d4 + 1) slashing damage with its claws. Its challenge rating is 1 (200 XP). After 3 years, the griffon is fully grown and tame enough to be ridden as a mount. Story: The charakters have reached Skytower Shelter and learned of their feud with the goliaths from Wyrmdoom Crag. Beru learned about his heritage aswell as gained the trust and affection of Kwan the monolith Akannathi (Fated Ally), heir of Arn Rockfist Akannathi, the tribes chief, whose husband is Harad Cloudstrider Akannathi. By helping a griffon hatchling overcome it's fear of flying, the charakters were taught by Rahi Skydreamer Akannathi the art of griffon taming. Elric's Mirror Image made flesh passed away on the peaks of Skytower Shelter and returned into the arms of Amaunator peacefully. At Wyrmdoom Crag they met with Dannika Greysteel, who was hoping to experiment on the dragon bones laying there to create what she calles Dragon Bone Stew. Earning the tribes respect in a game of goat ball and healing a wounded aarakocra named Sikki-kree, wo serves as an arbiter at Revel's End, the chief of the Thuunlakalaga , Ogolai Orcsplitter, agreed to meet on neutral grounds to settel the pointless feud once and for all in a peaceful manner. Beru learned from a goliath midwife about the identity of his mother, a fearsome goliath warrioress, mountain of a woman with a massive fishing spear... Oyaminartok herself. The party has reached 6th Level!
Teilnehmer: (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 - ? Info: Harad Cloudstrider Akannathi Arn Rockfist Akannathi Kaniaka, Schwiegermutter Rahi the goliath helps a griffon hatchling gain the confidence it needs to fly. Ogolai Orcspliter Thuunlikalaga Häuptlingsdame Stygiarus, weißer Drache wurde von den Thuunlikalaga getötet und dessen Hort zum Zuhause umgebaut. Kapanuk von den Thuunlikalaga wird vermisst. Loot: 1x Potion of Gaseous Form 1x Yellow Diamond Elemental Gem Hook of Fisher's Delight Wondrous item, rare This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn. Hook of Fisher’s Delight d20 Fish Color Magical Property 1–10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. 11–14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. 15–18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. 19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. Story Award: Griffon Taming Goliaths of the Akannathi clan can learn to raise and tame griffons using secrets passed down through the generations. The clan’s griffon trainer, Rahi, shares these secrets with clan members who show great wisdom. The goliaths don’t ride the griffons; rather, they train them to hunt like falcons. The griffons are taught to respond to goliath whistles and never stray too far from their masters. A goliath character who earns Rahi’s respect can be taught the secrets of griffon taming over a period of 1 year, during which time the character is entrusted to watch over and protect a single griffon egg and, when it hatches, the emergent griffon youngling. At the end of the year, if the griffon is still alive, the character must make a DC 15 Wisdom (Animal Handling) check, with advantage if the character accepts Rahi’s guidance. If the check fails, the character is unable to tame the griffon. If the check succeeds, the character tames the griffon and bonds with it for life. Control of the griffon can be given to the goliath’s player at this time. Modify the griffon stat block as follows to account for the young griffon’s development: At birth, the griffon is Tiny and has 5 (1d4 + 3) hit points, a flying speed of 40 feet, and a Strength score of 2. It has a +0 bonus to hit on its attacks and deals 1 piercing damage with its beak and 1 slashing damage with its claws. Its challenge rating is 0 (10 XP). After 1 year, the griffon is Small and has 13 (2d6 + 6) hit points and a Strength score of 8. It has a +1 bonus to hit on its attacks and deals 2 (1d4) piercing damage with its beak and 2 (1d4) slashing damage with its claws. Its challenge rating is 1/4 (50 XP). After 2 years, the griffon is Medium and has 32 (5d6 + 15) hit points and a Strength score of 12. It has a +3 bonus to hit on its attacks and deals 4 (1d6 + 1) piercing damage with its beak and 6 (2d4 + 1) slashing damage with its claws. Its challenge rating is 1 (200 XP). After 3 years, the griffon is fully grown and tame enough to be ridden as a mount. 1 lvl Path of the Beast Barbarian APL: Skill Expert: +1 Str Stealth Prof. Athletics Expertise
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 25gp Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Story: Quest: Jarlmoot
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: The ghosts of ancient frost giant jarls sit in judgment over all who would disturb their rest. Yselm Bloodfang, Bietet und an uns zuführen nach Jarlmoot's doch sie fällt uns wärend der Prüfung des Jarls Reggaryarva in den Rücken fällt. Vassavicken ist die Mutter von der Königin des Tiegerclas und die Tochter von Reggaryarva. Sie versucht das Land für ihr Volk wieder zu erobern und die Frostmaid zu neuer größe verhelfen. Im Bogen des Eingangs: Snatch a scale from a sleeping wyrm; Against the blowing wind, stand firm. Climb a mountain with a stone in your shoe; On little feet, death comes for you. Be the arrow that starts the war; Let life's blood fall till it falls no more. Feuerschalen: dod (death), fjell (mountain), krig (war), liv (life), vind (wind), and wyrm (dragon) Als wir das Mahl verliesen begegneten wir der Frostriesin Gromin’gorn mit ihrer Mammuthherde. Sie dachte das wir ihre Prüfung wären, doch wir konnten sie besiegen und sie als Verstärkung gewonnen. Loot: Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Laser Rifle + 6x Energy core Damage: 3d8 Damage Type: radiant Properties: Ammunition, Reload (30 shots), Two-Handed) Range: 100/300 Weight: 7 Ammunition. The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands when you attack with it. ... Silver Raven Figurine of Wondrous Power Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. ... Helm of Telepathy Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Story: Quest: Id Ascendant The party races against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns!
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Nachdem wir nach Brynshander zurückgekehrt sind machen wir Pläne um nach Sunblight zu reisen. Auf dem Weg dort hin stoßen wir auf einige seltsamme Krabeltiere und ein Schiff aus einer anderen Welt? Wir betraten dieses und fanden sehr seltsamme gestallten vor, die Aerlyn kannten. Diese brauchten den Kristall den sie mit sich trug und sie selbt wollte das sie den Insassen in ihren Kopf entfernen. Sie wurden sich einig und wurden noch mit ein Paar kleinichkeiten belohnt. Nun sind wir vor den Toren der Zwergenfestung... Loot: 1x Laser Rifle den Aerlyn momentan verwendet wird Silver Raven Figurine of Wondrous Power Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. Helm of Telepathy Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. Eyes of Minute Seeing Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 1x pair of dwarven sandals carved out of obsidian (250 gp) 1x quilted smoking jacket sized for a dwarf and sewn with fifty gemstones (500 gp) 1x malachite beard comb set with seven red garnets (750 gp) 1x hookah made of platinum and star sapphire (2,500 gp) 1x rolled-up leather scroll with the following sequence of numbers written on it in Dwarvish: 1-3-6; 2-5-2; 9-7-5; 4-3-4; 8-2-7; 5-6-3; 7-1-4; 2-9-9 Hat of Disguise Wondrous Item, uncommon (requires attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed. Notes: Deception, Headwear Wand of Web Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Piwafwi Wondrous item, uncommon (requires attunement) A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Story:
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Loot: Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
The party has reached 7th Level!
Teilnehmer: (6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (6) Frederick - Elric - Human - Wizard - none (6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Loot: Wand of Web Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Piwafwi Wondrous item, uncommon (requires attunement) A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
The party has reached 8th Level!
Teilnehmer: (7) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (7) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (7) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (7) Frederick - Elric - Human - Wizard - none (7) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Wir bekämpften den verrückten König der Duregar doch als er fiel sog der Charderlindrache seine Seele auf und Flog durch den Schacht richtung Ten-Towns. Wir bekamen Geselschaft von Felyn und einen Sporsovren und Drizz und den Goliath Krieger der Thunlakalaka. Wir liefen hinaus und stellten fest ohne ein Wunder kommen wir den Drachen nicht hinter her, doch Osric hatte einen seltsammen Sack der nach Skallis Meinung nach Aurils Macht roch. Wir Sammelten uns auf Felyns Schlitten und der Sack wurde aufgemacht und ein Sturm erfasste uns und Trug uns Richtung Bryn shander. Dort trafen wir auf Verteidiger der Ten-Towns die gegen die Duregar Arme Kempften. Wir stellten fest das der Drache kurz vor der ankunf war. Beru blies das Horn von Aviaturas und diese half uns in einem Epischen Flugkampf den Drachen zu bezwingen. Loot:
Skalli "Frostgaze" Size: 175 Weigth: 45 Eyes: Eisblaue Wolfsaugen Hair: Schnee weiß, Wolfsohren und Schwanz Skin: ungesund Blass, mit Trible Tattoos Costomizing your Origin: Race: Shifter (Longtooth) Language Proficiencies: Common (Reghedjic), Dwarvish, Giant Bestial Instincts Skill Proficiencies: Acrobatics Darkvision, Shifting Ability Score Point ´Buy: St 13 (+1), Dex 12, Con 15 (+1), Int 8, Wis 15 (+1+1+1), Cha 8 Choose a Class: Druid (PHB 2024) Weapon Proficiencies: Simple weapons, Martial weapons Armor Proficiencies: Light Armor, Medium Armor, Shields Skill Proficiencies: Perception, Animal Handling Primal Order: Warden Tool Proficiencies: Herbalism Kit Language Proficiencies: Druidic lvl 2 bis 8: 2: Wild Shape, Wild Companion 3: Circle Forms, Circle of the Moon Spells 4: lvl 4 Feat: Skill Expert +1 Wis Skill Proficiencies: Stealth, Expertise: Athletics 5: Wild Resurgence 6: Improved Circle Forms 7: Elemental Fury Level 8 Feat: War Caster +1 Wis Choose a Background: White Wolf of the Wolf Tribe (Reghed Barbarian) Skill Proficiencies: Athletics, Survival Tool Proficiencies: Cook's Utensils, Leatherworker's Tools (SRD) (Prof. Swop Instroment to Cook's Utensils) Source: Ability three +1 Chose: Str +1, Wis +1, Con +1 Free Feat: Tough Class Equipment Sickle (1), Herbalism Kit (1), Shield (1), Quarterstaff (1), Explorer's Pack (1), Leather Armor (1) Equipment from Background White Wolf of the Wolf Tribe (Reghed Tribe Member) A hunting trap, A Set of tattoos marking your loyalty to Uthgar (Reghed Barbarian) and your Wolf tribal totem, Traveler’s clothes, Pouch 9 gp DDHC-IDRoFM Icewind Dale: Rime of the Frost Maiden: Winter Survival Gear Gekauft: 1x Leatherworker's Tools - 5gp 1x Cook's Utensils -1gp Nach gekauft: 1x Greatsword -50gp 2x Handaxe -10gp verkauft: 1x Sickle +0,5gp 1x Leather Armor +5gp
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 2000gp Als Belohnung für die Rettung der Ten-Towns. Story:
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Nach dem verheerenden Angriff der Duergar und dem Chardalyn-Drachen, den wir letztlich besiegen konnten, halfen wir den Überlebenden der Ten-Towns, so gut es ging. Wir halfen, die Städte zu stabilisieren und versuchten, den Menschen Hoffnung zu geben. Nach einem Ten-Day voller harter Arbeit wurde schließlich ein großes Fest organisiert, bei dem der gefallenen Helden gedacht und wir als Retter gefeiert wurden. Die Stimmung war ausgelassen: Beru machte Kwan, ihrem Goliath-Partner, einen Heiratsantrag, und die beiden verlobten sich unter dem Jubel der Anwesenden. Osric sorgte für gute Laune, schlug die „Holygong“ und brachte alle zum Lachen mit seinen Späßen und Eskapaden. Skalli trank mit den verschiedensten Leuten, lauschte den Gesprächen und hörte, wie einige Stadtsprecher besorgt über die immer kälter werdende Witterung und die zunehmende Gefahr durch den ewigen Frost der Frostmaid sprachen. Elric war ebenfalls in Hochform – irgendwann begann er sogar zu strippen, doch es ist mehr als zweifelhaft, dass er sich am nächsten Morgen noch daran erinnern konnte. Aerlyn hingegen behielt ihre Sinne geschärft und bemerkte, dass Aviaturas, die weiße Drachendame, die uns im Kampf gegen den Chardalyn-Drachen unterstützt hatte, sich unter die Leute gemischt hatte. Sie hatte sich mit einem magischen Zauber als Mensch getarnt, um das Fest inkognito zu beobachten. Nach ausgiebigem Feiern kehrten wir schließlich in unser Gasthaus zurück. Doch dort geschah etwas Seltsames. Wir trafen auf eine mysteriöse Halblingsfrau, deren Auftreten Skalli später nicht mehr richtig erinnern konnte. Tatsächlich hatte Osrics Gottheit uns besucht. Die Gottheit, die nur Halblingen bekannt sein darf, gab uns Hinweise, wie wir in unserem Vorhaben weiter vorgehen sollten. Da es ein striktes Geheimnis dieser Gottheit ist, wurde uns – mit Ausnahme von Osric, unserem Halblingskleriker – mittels eines Modify Memory-Zaubers das Ereignis aus dem Gedächtnis gelöscht. Alles, woran Skalli sich erinnern konnte, war, dass Osric als Letzter zu Bett ging und davor einen Divination-Zauber gewirkt hatte, um Antworten auf unsere bevorstehenden Herausforderungen zu erhalten. Was genau die Gottheit enthüllte, blieb für den Rest von uns ein Geheimnis, doch Osric schien am nächsten Morgen ein Stück weit erleuchtet und ruhiger als sonst. Loot:
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Wir haben eine wichtige Aufgabe vor uns: Uns Aurils Segen zu verdienen, um auf ihrer Insel überleben zu können. Nach einem unangenehmen Erwachen, begleitet von den Nachwirkungen der Siegesfeier über die Duergar und einem unerwarteten Besuch von Vellynne Harpell, berieten wir uns über unseren nächsten Schritt. Die Reghed-Stämme hielten Rituale bereit, die die Lehren der Frostmaid Auril auf die Probe stellten. Um ihre Gunst zu gewinnen, mussten wir diese Prüfungen bestehen. Nach einem stärkenden Frühstück brachen wir auf, um den Elk-Tribe aufzusuchen. Dieser Clan war uns bereits zuvor freundlich gesinnt gewesen. Bei unserer Ankunft überzeugten wir den Häuptling, uns bei unserem Vorhaben zu unterstützen. Die Schamanin Kanna, eine alte Freundin von Skallis Mutter, bereitete uns daraufhin einen speziellen Tee, der uns in Aurils erste Prüfung führte: die Prüfung der Ausdauer. Wir fanden uns inmitten eines gewaltigen Sturms wieder, der uns bis an unsere Grenzen brachte. Die eisigen Winde, die uns umtosten, schienen kein Ende zu nehmen, und jede Minute wurde zur Qual. Doch wir hielten durch, ungeachtet der Kälte und der Erschöpfung. Schließlich wurden wir belohnt: Ein Eiskristall mit einer ersten Zacke manifestierte sich, ein Zeichen unseres Erfolgs. Nach einer Nacht der Rast beim Elk-Tribe brachen wir am nächsten Tag auf, um den Tiger-Tribe zu finden. Nach einiger Zeit des Spurensuchens stießen wir auf das Lager des Clans. Zunächst wurden wir abgewiesen, doch dank eines klugen und gewandten Satzes von Beru gewannen wir das Vertrauen der Wachen. Schließlich wurden wir ins Lager geführt und standen bald darauf vor Bjornhild Solvigsdottir, der Königin des Tiger-Tribes. Wie so oft lief Elric voller Neugier und Eifer voraus und fand sich prompt im Herausforderungsring des Stammes wieder. Dort stellte er sich impulsiv als Anführer unserer Gruppe vor und wurde daraufhin zu einem Zweikampf herausgefordert. Bjornhild, die stets die Traditionen ihres Clans achtete, wählte den stärksten Krieger ihres Stammes, um Elric herauszufordern. Mit einem klugen Einsatz von Magie (Polymorph for the win) gelang es Elric, den Kampf zu gewinnen. Der unterlegene Krieger wurde daraufhin von Bjornhild, gemäß den strengen Sitten des Tiger-Tribes, enthauptet – eine grausame Demonstration der unerbittlichen Regeln des Stammes. Nachdem der Zweikampf entschieden war, gewährte Bjornhild uns Gehör. Doch bevor wir unser Anliegen vortragen konnten, erkannte sie Skalli. Sie trat vor, zog die Kleidung von Skallis Brust zur Seite und offenbarte den Eiskristall, der tief in ihrer Haut eingebettet war. Obwohl Bjornhild keine Sympathien für Skalli hegte, hielt sie sich an die Traditionen ihres Stammes und erlaubte uns, die nächste Prüfung zu bestreiten. Der Schamane Voltus führte uns in die Prüfung der Grausamkeit. Diese stellte unsere moralischen Überzeugungen auf die Probe. Der Häuptling des Clans bat uns, ihm die Last abzunehmen, die älteren Mitglieder seines Stammes zu töten, um genug Nahrung für den Rest zu sichern. Er wollte uns die Entscheidung aufzwingen, doch wir lehnten ab. Stattdessen entschieden wir, nichts zu tun – eine Wahl, die oft die grausamste ist. Wir ließen den Häuptling allein mit seiner Bürde, und unsere Weigerung, ihm diese Entscheidung abzunehmen, bestand die Prüfung. Als Belohnung formte sich eine weitere Zacke an unserem Eiskristall. Mit zwei Zacken und dem Wissen, dass weitere Prüfungen vor uns lagen, verließen wir das Lager des Tiger-Tribes und setzten unsere Reise fort. Loot: 750gp Als Belohnung für die Rettung der Ten-Towns.
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Story:
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Auf unserer Reise vom Tigerclan gen Süden beschlossen wir, Skallis Clan als nächstes aufzusuchen. Auf dem Weg durchquerten wir mehrere Städte, die unterschiedlich stark unter den Angriffen der Duergar gelitten hatten. Am Abend erreichten wir Easthaven, wo wir im Gasthaus von Rinaldo, einem Barden und Gastwirt, einkehrten. Rinaldo führte ein beeindruckendes Ritual durch, um die White Lady, den Geist des Sees, herbeizurufen. In ihrer geisterhaften Erscheinung sang sie eine Prophezeiung: I see a song of past romance, I see the sacrifice of man. I see portrayals of betrayal and a mother's final stand. I see you on the brink of death, I see you draw your final breath. I see a man who gets to make it home alive. But it's no longer you~ Die Worte hallten durch das Inn und hinterließen eine unheimliche Stille. Nachdem wir uns gestärkt und ausgerüstet hatten, entdeckte Aerlyn eine Rauchwolke über den Wäldern im Süden. Gemeinsam marschierten wir in diese Richtung, während Aerlyns Begleiter eine schneeweiße Eule bemerkten, die in dieselbe Richtung flog. Zu unserem Entsetzen fanden wir ein überfallenes Lager, in dem alle, ob jung oder alt, grausam abgeschlachtet worden waren. Skalli erkannte schnell, dass dies das Werk des selbsternannten Königs des Wolfclans oder seiner Vasallen sein musste. Die Spuren deuteten darauf hin, dass Überlebende geflohen waren. Als wir den Spuren folgten, fanden wir auf einer Lichtung im Wald zwei Versteckte in einem Schneehaufen: Aerix Vokototh, ein junger Freund von Skalli, und dessen Begleiterin Honey Bee Little Bucket. Sie berichteten, dass sie von Isarrs Rudel angegriffen worden waren. Währenddessen kreiste die weiße Eule über der Lichtung, und ein Rascheln im Wald verriet uns, dass wir nicht allein waren. Isarr selbst trat aus den Schatten des Waldes hervor. Er forderte, dass wir Aerix auslieferten, um die Blutlinie des „wahren“ Wolfclans endgültig auszulöschen. Skalli stellte sich schützend vor Aerix und provozierte damit einen Zweikampf. Als sie ihm zu nahe kam, wurden sie von weißen Flammen eingekreist, und seine Armee aus Wölfen und Werwölfen begann, die restliche Gruppe einzukesseln. Isarrs Sichel fügte Skalli schwere Wunden zu, und getrennt von ihren Freunden drohte Verzweiflung sie zu übermannen. Doch die weiße Eule flog über sie hinweg, und eine weibliche Stimme fragte, ob sie Hilfe brauche. Skalli erkannte diese Stimme: Es war die Stimme ihrer verstorbenen Mutter. Mit rauer Stimme stimmte sie zu, und plötzlich erfüllte sie ein neuer Mut. Frost und Eis durchströmten sie, und sie nahm die Gestalt eines jungen Winterwolfs an. Währenddessen kämpften Elric und Osric mit Sturmzaubern und göttlicher Aura gegen die Wölfe, während Beru und Aerlyn Aerix und Honey Bee beschützten. Das Duell zwischen Skalli und Isarr wurde immer wilder. Schließlich gelang es Skalli, ihn zu Boden zu bringen und den entscheidenden Schlag zu landen. Als der Rauch des Kampfes sich legte, wurde klar, dass dies eine Prüfung Aurils, der Frostmaid, gewesen war – die Prüfung der Erhaltung. Aerix, der wie Skalli ein Midwinter Child und von Auril gesegnet war, wurde gerettet. Die beiden Wölfe, die zuvor feindlich gesinnt waren, zeigten sich nun friedlich und nahmen Aerix in ihre Obhut. Skalli ermahnte ihn, niemals zu vergessen, wer er war und woher er kam, in der Hoffnung, dass er nicht wie Isarr werden würde. Die Wölfe hauchten die Gruppe mit ihrem eisigen Atem an, was ihnen jedoch nicht schadete. Stattdessen formte sich an ihrer Schneeflocke eine weitere Zacke – die dritte von vier. Eine Prüfung blieb noch zu bestehen. Als die Wölfe mit Aerix verschwanden, landete die weiße Eule, die sich als Rim, das Familiar von Skallis Mutter, entpuppte, auf ihrer Schulter. Rim führte sie an den Waldrand, wo eine geisterhafte Gestalt erschien – Skallis Mutter. Skalli, noch immer in Wolfsgestalt, näherte sich ihrer Mutter zitternd und voller Emotionen. Tränen liefen ihr über das Gesicht, während ihre Mutter sprach. Sie erklärte, wie stolz sie auf Skalli sei, und wie sehr sie sie vermisst habe. Sie verabschiedete sich, mit der Hoffnung, dass Skalli weiterhin ihren Weg geht und zu der Person wird, die sie immer sein sollte. Überwältigt brach Skalli weinend zusammen. Ihre Mutter bat die Gruppe, auf ihre Tochter aufzupassen, was alle bekräftigten. Dann verschwand sie in der Geisterwelt. Skalli gab ein langes, trauriges Heulen von sich, bevor sie sich langsam wieder aufrichtete. Die Prüfung war bestanden, doch die Reise ging weiter. Loot: Skalli nahm Isarr seine Ausrüstung ab, darunter auch eine Silberne Sichel (Ort des wo das lvl 5 Magic Item gefunden wurde) Die letzten Worte von Skallis mutter waren das sie ihr ein neues Lied beibringen sollte, und so zerbrach sie skalli den Kopf darüber Auril ein neues Lied zu schreiben.
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleri
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Olcura, Shamanin des Bärentribes Hat viele Medicinische Utensilieen doch es fallen ein paar sehr giftige Dinge Gunvald Halraggson, der Chef des Bärclans läst uns durch geschicktes einwerfen von Beru und Skalli die Prüfung der Isolation machen. Als wir ihr Zelt betreten bemerkt Skalli sofort dinge die für die tode der Fraun des Chefs verwendet werden könnten, doch hält sich zurück um die Prüfung zu absolvieren. Wir verfallen in einen Schlaf und erwachen in einen Leeren Lager. Alle beginnen sich von einander zu isolieren und wärend sie dort sind begint Skalli die Materialien der Shamanin zu untersuchen und auch für nichtwissende es herrauszuheben wie sie die Fraun vergiftet hat. Als wir am 5ten Abend uns zur ruhe legten, wachten wir wieder im Zelt auf und es vergang kaum zeit. Skalli wollte ihren dank beim Chef aussprechen und flüssterte ihm dabei alles was sie herraus gefunden hatte. Olcura wurde vorgeführt und währte sich. Doch wir konnten sie besiegen und sie wurde verurteilt. Wir übernachten nun noch bei den Tribe und reisen am nächsten morgen weiter. Loot:
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Story: Quest: Angajuk's Bell https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132 https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609 Loot: 1x Spell Scroll of Greater Restoration 1x Potion of Greater Healing
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Jendren Uruth, Wilderer der versucht hat den erweckten Spermwahl zu erlegen. Angajuk wurde von Skalli´s Mutter Anga erweckt. https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132 Angajuk takes adventurers on an undersea tour. https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609 You have reached the point of no-return. Are you sure you want to proceed? After this point, certain events and choices will permanently alter the region, rendering certain side-quests and events inaccessible. Make sure you have completed all your preparations and tied up any loose ends. The area you are about to enter is wickedly deadly for your level. Your Final Act is nigh... YES? - NO? gekauft: 1x Oil of Slipperiness -100gp 1x Potion of Greater Healing -100gp 1x Potion of Psionic Fortitude -100gp 1x Spell Scroll of Revivify -300gp Loot: Trinket: Ein Bild von Angar und ihrer Tochter die noch ein Baby war, das auf Tierhaut gemalt wurde. Trinket: Eine kleine Schartule aus Holz in der Argath eingelassen ist. 1x Spell Scroll of Greater Restoration 1x Potion of Greater Healing
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Loot: 3x Antitoxin 1x Holy Water Mithral Armor Armor (chain mail), uncommen Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Gray Bag of Tricks Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks 1d8 Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric Loot: 3x Antitoxin 1x Holy Water Mithral Armor Armor (chain mail), uncommen Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Gray Bag of Tricks (again...) Wondrous Item, Uncommon This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. 1d8 Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Story: Quest - The Dark Ducchess
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: Trident +2 Weapon (trident), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Professor Skant Wondrous item, rare Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril Vampirism and the traits of vampires Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere. The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Infos: Was Skallis Mutter immer sagte: "Do not ask, how the ocean's blue. Or why the tides their time do keep. To love, is to know simply this. The tides are true, as the ocean is deep." Trinket: Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp. Continual Flame von Elric Abgecastet auf lvl 4 Loot: Trident +2 Weapon (trident), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Professor Skant Wondrous item, rare Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril Vampirism and the traits of vampires Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) The tarrasque A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere. The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Infos: Cruelty. "Compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay." Endurance. "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." Isolation. "In solitude you can understand and harness your full potential. Depending on others makes you weak." Preservation. "Every flake of snow is unique, and that which is unique must be preserved." The frost giant roars in anger as specks of snow and shards of ice whirl around her, slowly lifting her until she hovers several feet of the ground. Turning her face to the skies, the giant yells: “Frostmaiden, I have failed you! Accept my final offering – this pitiful mortal coil and my eternal soul – so that you may deliver your cold judgement to those who have wronged you. Auril, I beseech you, use me as your vessel!” While the giant speaks, rime spreads across her body, until she is completely covered in a thick layer of ice, just as the last words cross her lips. The giant’s body stills then, as does the whirlwind of ice and snow, as if time itself has stopped. Creaking loudly, the giant’s head turns toward you, eyes glowing with a fierce, blue light. She looks straight at you – through you, almost, her gaze as cold and sharp as icicles – and says in a voice that is simultaneously as soft as a whisper and as deafening as thunder: “I see you.” With those words, the giant’s frozen body and all her belongings explode into millions of small, icy shards that come clashing to the ground underneath it, until there’s nothing left of the giant but scattered piles of ice and snow – and the echo of an eerie voice on the wind: “I see you…” Loot: 693,6 gp 1,350 gp, 4,400 sp, and 7,800 cp Four gold rings sized for giants (150 gp each) A giant-sized shield made of white dragon scales (impressive but worthless) A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp) - An alchemy jug An electrum chain with a bloodstone pendant (250 gp) A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp) A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling Blessing of the Frostmaiden. Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest. Alchemy Jug Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon Vassavicken's Greataxe (Berserker Axe) Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. 1 lvl Moon Druid Minimale Umbau bei lvl Up: Source: Ability three +1--------------->Source: Ability one +1, one +2 Chose: Str +1, Wis +1, Con +1-------->Chose: Wis +2, Con +1 Skillexpert: +1 Wis---------------------->Skillexpert: +1 Dex Ability Score Point ´Buy: St 10 (), Dex 13(+1), Con 15 (+1), Int 8, Wis 15 (+2+1), Cha 10
Teilnehmer: (8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (8) Frederick - Elric - Human - Wizard - none (8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Loot: 3.468gp A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling Alchemy Jug Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Acid 8 ounces Basic poison 1/2 ounce Beer 4 gallons Honey 1 gallon Mayonnaise 2 gallons Oil 1 quart Vinegar 2 gallons Water, fresh 8 gallons Water, salt 12 gallons Wine 1 gallon Vassavicken's Greataxe (Berserker Axe) Weapon (greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. The party has reached 9th Level!
Teilnehmer: (9) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (9) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (9) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (9) Frederick - Elric - Human - Wizard - none (9) Echo - Osric Whisperwoods - Halfling - Twilight Cleric - ? Story: Rime of the Frostmaiden We bow to She who wears the crown; Let the world shiver with dread. Clad in winter’s whitest gown, Her snow enshrouds the dead. Her fury sheds but frozen tears as gray clouds issue forth. Her wind across the wasteland shears, bringing blizzards from the north. Ice-kissed flowers caught mid-bloom, beauty kept in all its grace. Summer’s gone to its silent tomb, stilling in Her cold embrace. All the world in winter’s white, sheathed in sleet and ice. Set upon never-ending night, She conjures paradise. Behold Her everlasting rime, see how it covers all; Weep not for those She traps in time behind Her glacial wall. Sovereign of summers lost, general of winter’s war; Long live the queen of cold and frost. May She reign forevermore. https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933
Teilnehmer: (9) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (9) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (9) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (9) Frederick - Elric - Human - Wizard - none (9) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Infos: Rime of the Frostmaiden We bow to She who wears the crown; Let the world shiver with dread. Clad in winter’s whitest gown, Her snow enshrouds the dead. Her fury sheds but frozen tears as gray clouds issue forth. Her wind across the wasteland shears, bringing blizzards from the north. Ice-kissed flowers caught mid-bloom, beauty kept in all its grace. Summer’s gone to its silent tomb, stilling in Her cold embrace. All the world in winter’s white, sheathed in sleet and ice. Set upon never-ending night, She conjures paradise. Behold Her everlasting rime, see how it covers all; Weep not for those She traps in time behind Her glacial wall. Sovereign of summers lost, general of winter’s war; Long live the queen of cold and frost. May She reign forevermore. https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933 Loot:
Teilnehmer: (9) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (9) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (9) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (9) Frederick - Elric - Human - Wizard - none (9) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Skalli Ritualisiert Comune with Natur: - Location of one Challenge Rating 10+ a Fiend (Schwache Aura aus Süden) - Locations of bodies of water / drei Wasserquellen im Südosten, fühlen sich Warm an als wären sie lebendig oder etwas würde ihn ihnen leben. Loot: 2x Potion of Superior Healing Chardalyn Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken. Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic. Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves. Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Teilnehmer: (9) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (9) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (9) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (9) Frederick - Elric - Human - Wizard - none (9) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? Info: Loot: Treasure. One skeleton at the back of the cave wears a tarnished silver holy symbol shaped like a four-pointed star (25 gp) around its neck. A successful DC 15 Intelligence (History) check identifies it as a holy symbol of Mystryl