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Skalli "Frostgaze"

Season:
Forgotten Realms S 13 (50?)
Race:
Shifter
Class:
Circel of the Moon Druid lvl 9
Background:
White Wolf of the Wolf Tribe (Reghed Barbarian)
Lifestyle:
Modest
Current Level:
16
Total GP:
3907.375
Total Downtime:
675
Tag:
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
28
Magic Item Limit:
6
Lantern of Tracking (Elementals),
Ring of Warmth,
Amarok´s Favor (Insignia of Claws),
Boots of the Winterlands,
Wand of the War Mage +1,
Pearl of Power,
Staff of Frost,
Bag of Tricks (Gray),
Amulet of Health,
Hook of Fisher's Delight,
Horn of Blasting,
Silver Raven Figurine of Wondrous Power,
Helm of Telepathy,
Eyes of Minute Seeing,
Hat of Disguise,
Piwafwi,
Wand of Web,
Moon Sickle +1,
Frostwolf Armor (Smoldering Breastplate),
Quiver of Ehlonna,
Mithral Armor,
Gray Bag of Tricks,
Trident +2,
Professor Skant,
Alchemy Jug,
Vassavicken's Greataxe,
Chardalyn Ring of the Ram,
Bag of Holding

Log Entries

Date Played Adventure Title Session Levels ▲ GP Downtime Magic Items
2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 Show

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



2024-02-22 16:50 Reghedmen, Skalli´s Volk Show

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.


2024-03-22 18:21 Purchase Log -9.5 Show Purchase

gekauft:
1x Silk Rope (50 feet) -10gp

verkauft:
1x Hempen Rope (50 feet) +0,5gp


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns - Bryn Shander 2 10 Lantern of Tracking (Elementals) Show

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.


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns 2 10 Show

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.”

2024-04-19 20:27 DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine 3 25 10 Psi Crystal Show

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


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 4 10 Show

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:


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns 4 -112.5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

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.

2024-05-03 20:14 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 5 5 10 Ring of Warmth Show

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.


2024-05-10 21:01 DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer 6 -32.05 10 Show

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:


2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

10gp/Person weekly payment by speaker Duvessa Shane
1x Lockbox, containing 92 gp, 76 sp, 125 cp, and seven gemstones worth 10 gp each

Story:

The party has made their way back to Termalaine on their way to Lonelywood, trying to investigate about the frost druids that seem to stir unrest in Ten-towns. Stopping by their friends Martas home, the Eastside Inn, they found that Trog's caravan was currently in town and decided to pay them a visit.
Torrga Icevein's caravan consisted of three heavily laden dogsleds, each one pulled by six friendly sled dogs. One sled carried provisions and supplies for Torrga, her team, and her dogs. It flew a flag bearing the company’s emblem, a gold wolf’s paw on a black field. The other two sleds transported goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison (used primarily for killing vermin).
Torg’s was an outdoor shop. Goods were unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods were stolen or fenced, and she sells them for double the normal price. She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly.
Torrga is interested only in profits, turned a blind eye to Sephek’s murderous escapades, and tried to help him as best she could without endangering her own life.
Sephek Kaltro was a well-built man in his thirties. He had an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wore no armor or cold weather clothing and didnt’t appear to be armed. His most striking feature were his eyes, which were as blue as a frozen lake.
Because he was doing the Frostmaiden’s work, Sephek didnt’t care about getting caught and wasn't shy about admitting his guilt. In combat, he wielded a magical sword and magical daggers made of ice that he could conjure at will. He was also able to freely teleport short distanced in the snow and his wounds healed in the cold outside.
As Skalli sank her teeth into the mans throat, a blood-gurgling laught escaped Sephek: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!”
When Sephek drew his last breath, a cloud of icy vapor escaped his body and dispersed into the night.
Torrga and her bandits, seeing no use in a continued fight, struck a deal with the party. Coin, in exchange for leaving her and her crew well enough alone and keeping their pretty little mouths shut. Otherwise the party might find themselves being unable to buy something they need or denied lodging at a local inn because the merchant or proprietor don’t want to earn Torrga’s everlasting enmity. The charakters wisely accepted.

2024-05-24 21:15 DDHC-RotF-01 Ten-Towns - Lonlywood 7 10 Show

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.


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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Story:

The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors.
Nimsy Huddle, the town speaker, tempts you with freshly baked, halfling-shaped cookies. Her house was clearly built for humans, but most of the furniture is sized for halflings, with a few big chairs for visitors of taller stock. Four children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a fire crackles in the hearth in Speaker Huddle’s cluttered kitchen.
“Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill it. We depend on the forest for our survival. I wouldn’t be a very good town speaker if I let a dumb moose get the better of us. Will you help?”

She is willing to pay 100gp for the mosse's head and 25gp for the carcass from the local butcher. She also offered the Ramshackle (the closed inn) as an investment property, to do with what they will.
The Party also was alerted to a few Chwinga by their Lantern of Tracking, who were playing house outside Nimsey's home. They managed to gleam the following information from the little fellas:
1. The frost druids are hiding in an old elven tomb deep in the forest and awakening beasts to terrorize ten-towns into worshipping Auril
2. One of the druids, Vurnis, was killed by the local shopkeeper for harassing Nimsey
3. The Tavern keeper is hiding secrets and those she has marked as enemies in the past have quietly vanished.
One of the Chwinga grew fond of the party and has quietly come along with them. Each charakter has recieved one charm from the little gathering.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns - Lonlywood 9 25 10 Show

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.


Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 Show

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



2024-02-22 16:50 Reghedmen, Skalli´s Volk Show

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.


2024-03-22 18:21 Purchase Log Show Purchase

gekauft:
1x Silk Rope (50 feet) -10gp

verkauft:
1x Hempen Rope (50 feet) +0,5gp


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns - Bryn Shander 2 10 Show

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.


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns 2 10 Show

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.”

2024-04-19 20:27 DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine 3 10 Show

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


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 4 10 Show

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:


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns 4 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

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.

2024-05-03 20:14 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 5 10 Show

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.


2024-05-10 21:01 DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer 6 10 Show

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:


2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

10gp/Person weekly payment by speaker Duvessa Shane
1x Lockbox, containing 92 gp, 76 sp, 125 cp, and seven gemstones worth 10 gp each

Story:

The party has made their way back to Termalaine on their way to Lonelywood, trying to investigate about the frost druids that seem to stir unrest in Ten-towns. Stopping by their friends Martas home, the Eastside Inn, they found that Trog's caravan was currently in town and decided to pay them a visit.
Torrga Icevein's caravan consisted of three heavily laden dogsleds, each one pulled by six friendly sled dogs. One sled carried provisions and supplies for Torrga, her team, and her dogs. It flew a flag bearing the company’s emblem, a gold wolf’s paw on a black field. The other two sleds transported goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison (used primarily for killing vermin).
Torg’s was an outdoor shop. Goods were unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods were stolen or fenced, and she sells them for double the normal price. She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly.
Torrga is interested only in profits, turned a blind eye to Sephek’s murderous escapades, and tried to help him as best she could without endangering her own life.
Sephek Kaltro was a well-built man in his thirties. He had an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wore no armor or cold weather clothing and didnt’t appear to be armed. His most striking feature were his eyes, which were as blue as a frozen lake.
Because he was doing the Frostmaiden’s work, Sephek didnt’t care about getting caught and wasn't shy about admitting his guilt. In combat, he wielded a magical sword and magical daggers made of ice that he could conjure at will. He was also able to freely teleport short distanced in the snow and his wounds healed in the cold outside.
As Skalli sank her teeth into the mans throat, a blood-gurgling laught escaped Sephek: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!”
When Sephek drew his last breath, a cloud of icy vapor escaped his body and dispersed into the night.
Torrga and her bandits, seeing no use in a continued fight, struck a deal with the party. Coin, in exchange for leaving her and her crew well enough alone and keeping their pretty little mouths shut. Otherwise the party might find themselves being unable to buy something they need or denied lodging at a local inn because the merchant or proprietor don’t want to earn Torrga’s everlasting enmity. The charakters wisely accepted.

2024-05-24 21:15 DDHC-RotF-01 Ten-Towns - Lonlywood 7 10 Show

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.


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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Story:

The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors.
Nimsy Huddle, the town speaker, tempts you with freshly baked, halfling-shaped cookies. Her house was clearly built for humans, but most of the furniture is sized for halflings, with a few big chairs for visitors of taller stock. Four children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a fire crackles in the hearth in Speaker Huddle’s cluttered kitchen.
“Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill it. We depend on the forest for our survival. I wouldn’t be a very good town speaker if I let a dumb moose get the better of us. Will you help?”

She is willing to pay 100gp for the mosse's head and 25gp for the carcass from the local butcher. She also offered the Ramshackle (the closed inn) as an investment property, to do with what they will.
The Party also was alerted to a few Chwinga by their Lantern of Tracking, who were playing house outside Nimsey's home. They managed to gleam the following information from the little fellas:
1. The frost druids are hiding in an old elven tomb deep in the forest and awakening beasts to terrorize ten-towns into worshipping Auril
2. One of the druids, Vurnis, was killed by the local shopkeeper for harassing Nimsey
3. The Tavern keeper is hiding secrets and those she has marked as enemies in the past have quietly vanished.
One of the Chwinga grew fond of the party and has quietly come along with them. Each charakter has recieved one charm from the little gathering.

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

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.


Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 Show

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



2024-02-22 16:50 Reghedmen, Skalli´s Volk Show

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.


2024-03-22 18:21 Purchase Log -9.5 Show Purchase

gekauft:
1x Silk Rope (50 feet) -10gp

verkauft:
1x Hempen Rope (50 feet) +0,5gp


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns - Bryn Shander 2 10 Lantern of Tracking (Elementals) Show

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.


2024-03-22 20:00 DDHC-RotF-01 Ten-Towns 2 10 Show

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.”

2024-04-19 20:27 DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine 3 25 10 Psi Crystal Show

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


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 4 10 Show

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:


2024-04-26 21:00 DDHC-RotF-01 Ten-Towns 4 -112.5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

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.

2024-05-03 20:14 DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster 5 5 10 Ring of Warmth Show

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.


2024-05-10 21:01 DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer 6 -32.05 10 Show

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:


2024-05-03 20:00 DDHC-RotF 01 Ten Towns 5 5 10 Show

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

20gp
1x Spell Scroll: Animal Friendship
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Story:

The party have made their way onto Maer Dualdon in search of the lake monster as Tali, the half-elf reasearcher requested. “Perhaps this unending winter has affected its eating habits or demeanor in some way.” Waiting and fishing for knucklehead trout, the charakters were able to gather some information on the beast from the local wildlife and identified it as an awakened plesiosaurus. When the monster attacked the party tried to reason with it peacefully.
A reptilian head at the end of a long, slender neck rises out of the cold, dark water. The creature gazes at you intently and says, in Common, “I’m listening.”
The plesiosaurus answered straightforward questions and knew the following information:
It used to just swim around the lake and eat fish. The human who gave it this gift was named Ravisin and claimed to serve the Frostmaiden. Ravisin said it must do it's part to help the Frostmaiden, who wants the people of Bremen to suffer. It didn’t want to be a stupid beast again. (The plesiosaurus didn't know enough about druidic magic to know that its awakening is permanent.)
The plesiosaurus revealed that Ravisin instructed it to spread fear among the town’s fishers. The plesiosaurus or Nessie, as the party named it, doesn’t know where Ravisin came from or where she is now. The sharacters however have heard of rumors regarding a White Moose, terrorizing Lonelywood.
The plesiosaurus was afraid to stop what it was doing because it feared the druid might take away the gift that has been bestowed upon it. After convincing Nessie that its awakening is permanent, the plesiosaurus promised not to attack any fishers from the villages anymore.
When the characters made it back to Bremen’s docks, Grynsk showed up soon thereafter, eager to see how many knucklehead trout they caught. He honors his agreement, paying 5 cp per fish. Tali was eager to see the characters and gives the party a spell scroll of animal friendship and a pouch containing 5 gp as thanks, then headed toward Buried Treasures, the local Inn, to pore over the notes. The inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors. The middle-aged innkeeper, Cora Mulphoon, treats her guests like royalty while trying to conceal the fact that she currently is barely making ends meet.
While resting and celebrating their success, the party have met with Marta Peskryk, a willowy teenager, innkeeper and bard of "The Eastside" Inn in Termalaine. She was down in Bremen to collect medicine for her bedridden father, Clyde, a retired fisherman.
Marta sang a peculiar song to herself:
Ahead of winter’s wind she came—
The lovely woman with no name;
Draped in a fur-lined cloak of red,
To the icy lake she fled;
The wind pursued her all the same—
As sure as night she’s dead.

She explained to the party that fifty years ago, a mysterious woman in a fur-lined red cloak stopped at the Eastside on her way to Lonelywood. Because the woman was alone and frightened, the innkeepers—a pair of retired adventurers who happened to be Marta’s grandparents—tried to console her. The woman gave them a ring as payment for their hospitality. Not long afterward, a howling wind burst into the inn and tossed the woman about like a rag doll. The innkeepers intervened, giving the woman time to escape. The evil wind battered Marta’s grandparents unconscious before resuming its hunt. That was the last anyone saw of the woman.
Marta wore the mysterious woman’s ring (which she had inherited) around her neck on a chain. It is a ring of warmth, and Marta gifted it as a good luck charm to the charakters when she was convinced they were helping t bring an end to the wintry curse that besets Icewind Dale.
Cora broke down in front of the party later the next morning while serving breakfast, unable to contain her worries. She explained briefly that her adult son and only child, Huarwar, used to help with the chores until two months ago. Her son had joined a search party to find Speaker Shalescar after he went missing during a blizzard one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk.
Over the next few days, Huarwar displayed a meanness toward his mother that was uncharacteristic. The change in his demeanor started after Cora found what looked like a shard of black ice in her son’s room. Huarwar snatched it away and threatened his mother with bodily harm if she touched it again.
The next day, two tieflings (a male and a female) arrived at the inn and offered Huarwar sanctuary in their castle. He left with them willingly, taking the shard with him and telling his mother that he would never return. The tieflings wore amulets that looked much like the shard in Huarwar’s possession. Cora misses her son terribly and she hopes he is still alive. She recalls that one of the tieflings mentioned a castle, and she knows that there are only two castles in Ten-Towns: an intact one in Caer-Dineval and a ruined one in Caer-Konig.

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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Loot:

10gp/Person weekly payment by speaker Duvessa Shane
1x Lockbox, containing 92 gp, 76 sp, 125 cp, and seven gemstones worth 10 gp each

Story:

The party has made their way back to Termalaine on their way to Lonelywood, trying to investigate about the frost druids that seem to stir unrest in Ten-towns. Stopping by their friends Martas home, the Eastside Inn, they found that Trog's caravan was currently in town and decided to pay them a visit.
Torrga Icevein's caravan consisted of three heavily laden dogsleds, each one pulled by six friendly sled dogs. One sled carried provisions and supplies for Torrga, her team, and her dogs. It flew a flag bearing the company’s emblem, a gold wolf’s paw on a black field. The other two sleds transported goods for sale, including cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, and vials of poison (used primarily for killing vermin).
Torg’s was an outdoor shop. Goods were unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods were stolen or fenced, and she sells them for double the normal price. She has a protection racket that earns her a little coin on the side, and she also commits murders for profit on the sly.
Torrga is interested only in profits, turned a blind eye to Sephek’s murderous escapades, and tried to help him as best she could without endangering her own life.
Sephek Kaltro was a well-built man in his thirties. He had an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wore no armor or cold weather clothing and didnt’t appear to be armed. His most striking feature were his eyes, which were as blue as a frozen lake.
Because he was doing the Frostmaiden’s work, Sephek didnt’t care about getting caught and wasn't shy about admitting his guilt. In combat, he wielded a magical sword and magical daggers made of ice that he could conjure at will. He was also able to freely teleport short distanced in the snow and his wounds healed in the cold outside.
As Skalli sank her teeth into the mans throat, a blood-gurgling laught escaped Sephek: “You may destroy this mortal vessel, but Ten-Towns will not escape the Frostmaiden’s embrace. My sister will see to it!”
When Sephek drew his last breath, a cloud of icy vapor escaped his body and dispersed into the night.
Torrga and her bandits, seeing no use in a continued fight, struck a deal with the party. Coin, in exchange for leaving her and her crew well enough alone and keeping their pretty little mouths shut. Otherwise the party might find themselves being unable to buy something they need or denied lodging at a local inn because the merchant or proprietor don’t want to earn Torrga’s everlasting enmity. The charakters wisely accepted.

2024-05-24 21:15 DDHC-RotF-01 Ten-Towns - Lonlywood 7 10 Show

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.


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

Teilnehmer:

(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3
(3) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 2/Warlock 1
(3) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger 3
(3) Frederic - Elric - Human - Wizard 3

Story:

The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors.
Nimsy Huddle, the town speaker, tempts you with freshly baked, halfling-shaped cookies. Her house was clearly built for humans, but most of the furniture is sized for halflings, with a few big chairs for visitors of taller stock. Four children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a fire crackles in the hearth in Speaker Huddle’s cluttered kitchen.
“Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill it. We depend on the forest for our survival. I wouldn’t be a very good town speaker if I let a dumb moose get the better of us. Will you help?”

She is willing to pay 100gp for the mosse's head and 25gp for the carcass from the local butcher. She also offered the Ramshackle (the closed inn) as an investment property, to do with what they will.
The Party also was alerted to a few Chwinga by their Lantern of Tracking, who were playing house outside Nimsey's home. They managed to gleam the following information from the little fellas:
1. The frost druids are hiding in an old elven tomb deep in the forest and awakening beasts to terrorize ten-towns into worshipping Auril
2. One of the druids, Vurnis, was killed by the local shopkeeper for harassing Nimsey
3. The Tavern keeper is hiding secrets and those she has marked as enemies in the past have quietly vanished.
One of the Chwinga grew fond of the party and has quietly come along with them. Each charakter has recieved one charm from the little gathering.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns - Lonlywood 9 25 10 Show

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.