Skalli "Frostgaze"
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,
Mantle of Spell Resistance,
Chardalyn Staff of Charming
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed 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. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe 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. 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;
CairnsCairns 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.
The Remaining TribesUntil 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. 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 TokensEach 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 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. |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns | 1 | 1 | 52.85 | 10 | Show | ||
Teilnehmer:(1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 Starting the Adventure:The players have come to Bryn Shander at the behest of Speaker Duvessa Shane and the Council of Speakers to aid Ten-Towns. Shortly after arriving, the party has encountered a wounded Crag Cat, that has made its way into town in desperation for pray and begun eating away at a frozen-to-death fishermans corpse and bounty. The party managed to dispatch the beast non-lethally and released it into the wilderness. Quests:Main-Story Quest: Cold-Hearted Killer Sidequests:Foaming Mugs. Three frostbitten shield dwarves approached the characters in the snow-covered street, Hruna, Korux and Storn. They were due for an iron shipment for their forge, the "Blackiron Blades", but on their way from Kelvin's Cairn got ambushed by a peticularly violent Red Yeti. Their brother Oobok got brutally killed and now they're missing 600 pounds worth of iron for Bryn Shander forges. She promised the party a bag of gems worth 50gp each per Charakter, if they agree to bring back the missing sled and wares. After being held off for a few hours by a blizzard, the party found Oobok's body, aswell as traces of the sled and around half a dozen goblin tracks left in the snow. Having dealt with the looters, Goblinboss Izobai surrendered and begrudgingly fled with the survivors to their fortress of Karkolohk. Loot so far:52,85gp per Person After having completed 1 Sidequest in service to Bryn Shander the party has reached 2nd Level! |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns - Foaming Mugs | 1 | 1 | 52.85 | 10 | Show | ||
Teilnehmer: Info: Dort werden sie von Sheriff Markham Southwell empfangen, der ihnen erklärt, was in der Stadt vor sich geht. Duvessa Shane erklärt ihnen die Lage genauer und warum sie die Einladungen verschickt haben. Dabei erhalten sie verschiedene Quests: Side Quests:
Ortsinformationen:
Die Gefährten werden von drei Zwergen um Hilfe gebeten, da ihre Eisenlieferung von einem Yeti überfallen wurde. Das Eisen wurde von Goblins gefunden, die aus Karkolohk stammen. Die Gefährten besiegen die Goblins und liesen die Hälfte der Mannschaft laufen. Die Zwerge die sie geschickt hatten stellten sich als Mitglieder der Blackiron Blades vor und geben nun 10% Rapatt auf Waren und Dienstleistungen . Am Abend, als alle in der Taverne saßen und den Abend ausklingen ließen, bricht plötzlich Chaos aus, als ein eisiges Messer durch die Wand sticht und eine Händlerstochter aus Easthaven tot auf der anderen Seite hängt. Ein Zeichen von Auril bildet sich in der Taverne. Es stellt sich heraus, dass alle Mordopfer in den Ten Towns sich aus einer Opferlotterie freigekauft haben, um nicht den Frostmaiden geopfert zu werden. Hlin Trollbane verdächtigt Torrga Icevein, den Beschützer von Sephek, sowie Sephek Kaltro, einen vermutlichen Frostdruide. Die Hauptquest besteht darin, den Cold-Hearted Killer zu finden und zu stoppen. Loot: 52,85gp
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2024-03-22 18:21 | Purchase Log | -9.5 | Show Purchase | |||||
gekauft: verkauft: |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Lantern of Tracking (Elementals) | Show | |||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: 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. Loot: Lantern of Tracking (Elementals) 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. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-04-19 20:27 | DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine | 3 | 25 | 10 | Psi Crystal | Show | ||
Teilnehmer: Info: Loot: 25gp Psi Crystal 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 |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-04-19 20:00 | DDHC-RotF-01 Ten-Towns | 3 | 1 | 137.5 | 10 | Show | ||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:50gp for completing "A beautiful Mine" Story:The Party has made their way to Termalaine and met with Speaker Oarus Masthew, who briefed them on the kobold situation of the mines. None of the miners has been hurt or seriously injured, merely been scared of. One casualty had appearantly fallen down the mines shaft into the underdark, but before the kobold had arrived there. Now many of the former miners have sought other work around ten-towns, mainly trying their luck on Maer Dualdon as fishers. Furthermore the town militia refused to aid or head his commands. He suspects influence from Targos on this matter, but has no proof on the matter, only a feeling of unease. He hopes solving the mines issues will bring trade and wealth back to Termalaine, strenghtening his position as speaker. The party has reached 3rd Level, after completing their first mayor task: A beautiful Mine |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns | 4 | -112.5 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Spellcasting Sercives:-450gp Greater Restoration 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. |
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2024-05-03 20:14 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 5 | 5 | 10 | Ring of Warmth | Show | ||
Teilnehmer: Info: Loot: 5gp Skalli war Jagen und erlegte einen Elch: Ring of Warmth 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. |
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2024-05-10 21:01 | DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer | 6 | -32.05 | 10 | Show | |||
Teilnehmer: Info: verkauft: Tratsch: Loot: |
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2024-05-03 20:00 | DDHC-RotF 01 Ten Towns | 5 | 5 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:20gp 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. |
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2024-05-10 21:00 | DDHC-RotF 01 Ten Towns | 6 | 51.025 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:10gp/Person weekly payment by speaker Duvessa Shane 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. |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: 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. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 1 | 10 | Show | |||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 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. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 1 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-21 21:00 | DDHC-RotF 01 Ten Towns - Lonlywood | 9 | 25 | 10 | Show | |||
Teilnehmer: Info: 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 Loot: |
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2024-02-23 01:49 | Starting Log | 4 | Show | |||||
Skalli "Frostgaze"Size: 175 Costomizing your Origin: Choose a Class: Barbarian (PHB) Choose a Background: White Wolf of the Wolf Tribe (Reghed Barbarian) Class Equipment Gekauft: BiographySkalli, erblickte das Licht der Welt in den eisigen Weiten von Icewind Dale. Sie wuchs im Tribe of the Wolf der Reghed-Barbaren auf, die nomadisch durch die gefrorene Tundra zogen. Ihre Geburt war von Anfang an ungewöhnlich, denn sie kam in einer stürmischen Winternacht zur Welt, während die Nordlichter den Himmel erhellten und der Vollmond sein bleiches Licht über die Landschaft ergoss. Als die Heilerin, die als Hebamme fungierte, das Kind zu den Eltern brachte, waren sie erstaunt über das, was sie sahen. Skalli hatte weißes Haar, spitze Wolfohren und einen buschigen Schwanz, und als sie ihre Augen öffnete, blickten sie in eisblaue Wolfsaugen. Ihr Vater, ein Mitglied des Gray Wolf Tribe, war ein stolzer Uthgardt-Barbar, der sich unter dem Einfluss des Vollmonds in einen wilden Werwolf verwandelte. Anders als die meisten, die ihre Lykanthropie als Fluch betrachteten, sah er es als ein Erbe an, das es zu akzeptieren galt. Skallis Mutter hingegen war eine Shamanin aus dem Tribe of the Wolf, die sich unsterblich in Skallis Vater verliebte, ungeachtet der Unterschiede und Herausforderungen, die ihre Beziehung mit sich brachte. Trotz ihrer offensichtlichen Andersartigkeit wurde Skalli von ihren Eltern bedingungslos geliebt und im den Tribe of the Wolf aufgezogen. Sie lernte die Kunst des Überlebens in der gnadenlosen Kälte und die Wege der Jagd von den erfahrenen Jägern ihres Stammes. Doch die Zeiten wurden düster in Icewind Dale. Strengere Winter, feindliche Stammeskonflikte und eine unwirkliche Dunkelheit, die die Sonne verdeckte, legten sich über ihre Heimat. Die verschiedenen Stämme begannen sich gegenseitig aufzureiben, und der Tribe verlor viele seiner Mitglieder sowohl an Feindseligkeiten als auch an Hunger und der gnadenlosen Kälte. Unter den Opfern waren auch Skallis Eltern. Zuerst verschwand ihr Vater eines Tages spurlos, und dann erkrankte ihre Mutter schwer. Skalli versuchte verzweifelt, ihr zu helfen, doch die Krankheit erwies sich als fast unheilbar. In einem verzweifelten Versuch, ihre kranke Mutter zu retten, begab sie sich auf die Suche nach einem mächtigen Druiden, von dem sie hörte, dass er möglicherweise helfen könnte. Doch was sie fand, war ein groteskes Ritual, das Auril geweiht war, der Göttin des Winters. Ihr Instinkt schrie, dass etwas daran falsch und verdorben war. Ohne zu zögern, unterbrach Skalli das Ritual und brachte dem offensichtlichen Frostdruiden den Gnadenstoß. Völlig verzweifelt machte sie sich auf den Rückweg, um ihrer Mutter in ihren letzten Momenten beizustehen, doch auf dem Weg zurück zu ihrem Tribe wurde sie überrascht. Ein mysteriöser Pfeil, der von unsichtbarer Hand abgeschossen worden war, durchbohrte ihre Brust. Sie konnte nur den Schaft und die Feder des Pfeils entfernen, während die Spitze in ihrer Brust stecken blieb, und sie begann immer kälter zu werden. Im Moment der herannahenden Bewusstlosigkeit hatte Skalli eine merkwürdige Vision von einem weißen Wolf mit schwarzen Klauen und Fangzähnen, der ihr eine rätselhafte Botschaft übermittelte. Als sie wieder zu sich kam, fand sie sich in dem vertrauten Zelt der Stammesheilerin wieder, die sie mit einem mysteriösen Kristall aus Eis an ihrer Brust vorfand, der sie vor dem sicheren Tod bewahrt hatte. Doch die Rettung war von einem Preis begleitet, den Skalli erst allmählich zu verstehen begann. So entschloss sie sich auf eine gefährliche Reise zu begeben, auf der Suche nach Antworten, Verbündeten und einem Weg, sich von dem Pfeilkopf zu befreien. Die Suche nach einer Lösung, die sie von ihrem eisigen Schicksal befreien würde, begann, während sie durch die eisigen Schneefelder von Icewind Dale zog. Skalli, auch bekannt als Frostgaze, ist eine imposante Gestalt, die die Erscheinung eines Wolfes mit der Anmut einer Kriegerin vereint. Ihre schneeweißen, überschulterlangen Haare fallen wild und ungezähmt über ihre Schultern, wobei einige Strähnen zu geflochtenen Zöpfen gebunden sind. Die Wolfsohren, die aus ihrem Haar herausragen, und der buschige Schwanz verleihen ihr ein animalisches Aussehen, während ihre eisblauen Wolfsaugen wie leuchtendes, ewiges Eis funkeln, was ihr den bezeichnenden Titel "Frostgaze" einbrachte. Ihr jugendliches Gesicht zeigt ungesund blasser Haut, und ihre körperlichen Merkmale wirken trotz ihrer Kraft und Stärke zerbrechlicher als sie tatsächlich ist. Die Kälte ihrer Heimat verbirgt oft ihre Haut, doch die Tribe-Tattoos auf ihrem Körper, insbesondere diejenigen in ihrem Gesicht, sind deutlich sichtbar. Diese Tattoos scheinen sich je nach Skallis Stimmung zu bewegen und zu verändern, von einem leichten Himmelblau bis zu einem strahlenden Tiefblau oder sogar rötlichen Nuancen. In der Regel kleidet sich Skalli in Leder- und Pelzkleidung in erdigen Braun- und Beigetönen. Sie trägt einen dicken Mantel mit Pelzbesatz und Kapuze, den sie tief ins Gesicht zieht, um sich vor den eisigen Winden zu schützen. Ihre Lederstiefel und Handschuhe sind ebenfalls robust und warm gefüttert, passend für die unwirtlichen Bedingungen ihrer Umgebung und im Stil der Reghed Barbarians gehalten. Ein blauer Kristall in der Mitte ihrer Brust bedeckt einen Pfeilkopf aus Ewigen Eis, der dort steckt, ein stummer Zeuge vergangener Kämpfe und eines unheimlichen Fluchs. Skalli versteckt diesen Kristall geschickt unter ihrem Pelz und Leder, sodass er nur bei genauem Hinsehen erkennbar ist. Es scheint, als würden die blauen Tattoos auf ihrer Haut um den Kristall herum pulsieren und sich verändern. Als Ausdruck ihrer Loyalität trägt Skalli stets ein geschnitztes Spirit Token aus Holz bei sich, das einen majestätischen Wolf darstellt. Zusätzlich führt sie ein Großschwert und zwei Handäxte mit sich, wenngleich sie diese Waffen nur selten einsetzt, da ihre Angeborenen Fähigkeiten sie oft mehr als ausreichend bewaffnen. |
Date Played | Adventure Title | Tier | Session | ACP ▼ | TCP | Downtime | Renown | |
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed 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. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe 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. 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;
CairnsCairns 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.
The Remaining TribesUntil 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. 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 TokensEach 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 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. |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns | 1 | 10 | Show | ||||
Teilnehmer:(1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 Starting the Adventure:The players have come to Bryn Shander at the behest of Speaker Duvessa Shane and the Council of Speakers to aid Ten-Towns. Shortly after arriving, the party has encountered a wounded Crag Cat, that has made its way into town in desperation for pray and begun eating away at a frozen-to-death fishermans corpse and bounty. The party managed to dispatch the beast non-lethally and released it into the wilderness. Quests:Main-Story Quest: Cold-Hearted Killer Sidequests:Foaming Mugs. Three frostbitten shield dwarves approached the characters in the snow-covered street, Hruna, Korux and Storn. They were due for an iron shipment for their forge, the "Blackiron Blades", but on their way from Kelvin's Cairn got ambushed by a peticularly violent Red Yeti. Their brother Oobok got brutally killed and now they're missing 600 pounds worth of iron for Bryn Shander forges. She promised the party a bag of gems worth 50gp each per Charakter, if they agree to bring back the missing sled and wares. After being held off for a few hours by a blizzard, the party found Oobok's body, aswell as traces of the sled and around half a dozen goblin tracks left in the snow. Having dealt with the looters, Goblinboss Izobai surrendered and begrudgingly fled with the survivors to their fortress of Karkolohk. Loot so far:52,85gp per Person After having completed 1 Sidequest in service to Bryn Shander the party has reached 2nd Level! |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns - Foaming Mugs | 1 | 10 | Show | ||||
Teilnehmer: Info: Dort werden sie von Sheriff Markham Southwell empfangen, der ihnen erklärt, was in der Stadt vor sich geht. Duvessa Shane erklärt ihnen die Lage genauer und warum sie die Einladungen verschickt haben. Dabei erhalten sie verschiedene Quests: Side Quests:
Ortsinformationen:
Die Gefährten werden von drei Zwergen um Hilfe gebeten, da ihre Eisenlieferung von einem Yeti überfallen wurde. Das Eisen wurde von Goblins gefunden, die aus Karkolohk stammen. Die Gefährten besiegen die Goblins und liesen die Hälfte der Mannschaft laufen. Die Zwerge die sie geschickt hatten stellten sich als Mitglieder der Blackiron Blades vor und geben nun 10% Rapatt auf Waren und Dienstleistungen . Am Abend, als alle in der Taverne saßen und den Abend ausklingen ließen, bricht plötzlich Chaos aus, als ein eisiges Messer durch die Wand sticht und eine Händlerstochter aus Easthaven tot auf der anderen Seite hängt. Ein Zeichen von Auril bildet sich in der Taverne. Es stellt sich heraus, dass alle Mordopfer in den Ten Towns sich aus einer Opferlotterie freigekauft haben, um nicht den Frostmaiden geopfert zu werden. Hlin Trollbane verdächtigt Torrga Icevein, den Beschützer von Sephek, sowie Sephek Kaltro, einen vermutlichen Frostdruide. Die Hauptquest besteht darin, den Cold-Hearted Killer zu finden und zu stoppen. Loot: 52,85gp
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2024-03-22 18:21 | Purchase Log | Show Purchase | ||||||
gekauft: verkauft: |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Show | ||||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: 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. Loot: Lantern of Tracking (Elementals) 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. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-04-19 20:27 | DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine | 3 | 10 | Show | ||||
Teilnehmer: Info: Loot: 25gp Psi Crystal 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 |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-04-19 20:00 | DDHC-RotF-01 Ten-Towns | 3 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:50gp for completing "A beautiful Mine" Story:The Party has made their way to Termalaine and met with Speaker Oarus Masthew, who briefed them on the kobold situation of the mines. None of the miners has been hurt or seriously injured, merely been scared of. One casualty had appearantly fallen down the mines shaft into the underdark, but before the kobold had arrived there. Now many of the former miners have sought other work around ten-towns, mainly trying their luck on Maer Dualdon as fishers. Furthermore the town militia refused to aid or head his commands. He suspects influence from Targos on this matter, but has no proof on the matter, only a feeling of unease. He hopes solving the mines issues will bring trade and wealth back to Termalaine, strenghtening his position as speaker. The party has reached 3rd Level, after completing their first mayor task: A beautiful Mine |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns | 4 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Spellcasting Sercives:-450gp Greater Restoration 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. |
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2024-05-03 20:14 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 5 | 10 | Show | ||||
Teilnehmer: Info: Loot: 5gp Skalli war Jagen und erlegte einen Elch: Ring of Warmth 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. |
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2024-05-10 21:01 | DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer | 6 | 10 | Show | ||||
Teilnehmer: Info: verkauft: Tratsch: Loot: |
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2024-05-03 20:00 | DDHC-RotF 01 Ten Towns | 5 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:20gp 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. |
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2024-05-10 21:00 | DDHC-RotF 01 Ten Towns | 6 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:10gp/Person weekly payment by speaker Duvessa Shane 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. |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: 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. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 10 | Show | ||||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 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. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-21 21:00 | DDHC-RotF 01 Ten Towns - Lonlywood | 9 | 10 | Show | ||||
Teilnehmer: Info: 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 Loot: |
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2024-02-23 01:49 | Starting Log | Show | ||||||
Skalli "Frostgaze"Size: 175 Costomizing your Origin: Choose a Class: Barbarian (PHB) Choose a Background: White Wolf of the Wolf Tribe (Reghed Barbarian) Class Equipment Gekauft: BiographySkalli, erblickte das Licht der Welt in den eisigen Weiten von Icewind Dale. Sie wuchs im Tribe of the Wolf der Reghed-Barbaren auf, die nomadisch durch die gefrorene Tundra zogen. Ihre Geburt war von Anfang an ungewöhnlich, denn sie kam in einer stürmischen Winternacht zur Welt, während die Nordlichter den Himmel erhellten und der Vollmond sein bleiches Licht über die Landschaft ergoss. Als die Heilerin, die als Hebamme fungierte, das Kind zu den Eltern brachte, waren sie erstaunt über das, was sie sahen. Skalli hatte weißes Haar, spitze Wolfohren und einen buschigen Schwanz, und als sie ihre Augen öffnete, blickten sie in eisblaue Wolfsaugen. Ihr Vater, ein Mitglied des Gray Wolf Tribe, war ein stolzer Uthgardt-Barbar, der sich unter dem Einfluss des Vollmonds in einen wilden Werwolf verwandelte. Anders als die meisten, die ihre Lykanthropie als Fluch betrachteten, sah er es als ein Erbe an, das es zu akzeptieren galt. Skallis Mutter hingegen war eine Shamanin aus dem Tribe of the Wolf, die sich unsterblich in Skallis Vater verliebte, ungeachtet der Unterschiede und Herausforderungen, die ihre Beziehung mit sich brachte. Trotz ihrer offensichtlichen Andersartigkeit wurde Skalli von ihren Eltern bedingungslos geliebt und im den Tribe of the Wolf aufgezogen. Sie lernte die Kunst des Überlebens in der gnadenlosen Kälte und die Wege der Jagd von den erfahrenen Jägern ihres Stammes. Doch die Zeiten wurden düster in Icewind Dale. Strengere Winter, feindliche Stammeskonflikte und eine unwirkliche Dunkelheit, die die Sonne verdeckte, legten sich über ihre Heimat. Die verschiedenen Stämme begannen sich gegenseitig aufzureiben, und der Tribe verlor viele seiner Mitglieder sowohl an Feindseligkeiten als auch an Hunger und der gnadenlosen Kälte. Unter den Opfern waren auch Skallis Eltern. Zuerst verschwand ihr Vater eines Tages spurlos, und dann erkrankte ihre Mutter schwer. Skalli versuchte verzweifelt, ihr zu helfen, doch die Krankheit erwies sich als fast unheilbar. In einem verzweifelten Versuch, ihre kranke Mutter zu retten, begab sie sich auf die Suche nach einem mächtigen Druiden, von dem sie hörte, dass er möglicherweise helfen könnte. Doch was sie fand, war ein groteskes Ritual, das Auril geweiht war, der Göttin des Winters. Ihr Instinkt schrie, dass etwas daran falsch und verdorben war. Ohne zu zögern, unterbrach Skalli das Ritual und brachte dem offensichtlichen Frostdruiden den Gnadenstoß. Völlig verzweifelt machte sie sich auf den Rückweg, um ihrer Mutter in ihren letzten Momenten beizustehen, doch auf dem Weg zurück zu ihrem Tribe wurde sie überrascht. Ein mysteriöser Pfeil, der von unsichtbarer Hand abgeschossen worden war, durchbohrte ihre Brust. Sie konnte nur den Schaft und die Feder des Pfeils entfernen, während die Spitze in ihrer Brust stecken blieb, und sie begann immer kälter zu werden. Im Moment der herannahenden Bewusstlosigkeit hatte Skalli eine merkwürdige Vision von einem weißen Wolf mit schwarzen Klauen und Fangzähnen, der ihr eine rätselhafte Botschaft übermittelte. Als sie wieder zu sich kam, fand sie sich in dem vertrauten Zelt der Stammesheilerin wieder, die sie mit einem mysteriösen Kristall aus Eis an ihrer Brust vorfand, der sie vor dem sicheren Tod bewahrt hatte. Doch die Rettung war von einem Preis begleitet, den Skalli erst allmählich zu verstehen begann. So entschloss sie sich auf eine gefährliche Reise zu begeben, auf der Suche nach Antworten, Verbündeten und einem Weg, sich von dem Pfeilkopf zu befreien. Die Suche nach einer Lösung, die sie von ihrem eisigen Schicksal befreien würde, begann, während sie durch die eisigen Schneefelder von Icewind Dale zog. Skalli, auch bekannt als Frostgaze, ist eine imposante Gestalt, die die Erscheinung eines Wolfes mit der Anmut einer Kriegerin vereint. Ihre schneeweißen, überschulterlangen Haare fallen wild und ungezähmt über ihre Schultern, wobei einige Strähnen zu geflochtenen Zöpfen gebunden sind. Die Wolfsohren, die aus ihrem Haar herausragen, und der buschige Schwanz verleihen ihr ein animalisches Aussehen, während ihre eisblauen Wolfsaugen wie leuchtendes, ewiges Eis funkeln, was ihr den bezeichnenden Titel "Frostgaze" einbrachte. Ihr jugendliches Gesicht zeigt ungesund blasser Haut, und ihre körperlichen Merkmale wirken trotz ihrer Kraft und Stärke zerbrechlicher als sie tatsächlich ist. Die Kälte ihrer Heimat verbirgt oft ihre Haut, doch die Tribe-Tattoos auf ihrem Körper, insbesondere diejenigen in ihrem Gesicht, sind deutlich sichtbar. Diese Tattoos scheinen sich je nach Skallis Stimmung zu bewegen und zu verändern, von einem leichten Himmelblau bis zu einem strahlenden Tiefblau oder sogar rötlichen Nuancen. In der Regel kleidet sich Skalli in Leder- und Pelzkleidung in erdigen Braun- und Beigetönen. Sie trägt einen dicken Mantel mit Pelzbesatz und Kapuze, den sie tief ins Gesicht zieht, um sich vor den eisigen Winden zu schützen. Ihre Lederstiefel und Handschuhe sind ebenfalls robust und warm gefüttert, passend für die unwirtlichen Bedingungen ihrer Umgebung und im Stil der Reghed Barbarians gehalten. Ein blauer Kristall in der Mitte ihrer Brust bedeckt einen Pfeilkopf aus Ewigen Eis, der dort steckt, ein stummer Zeuge vergangener Kämpfe und eines unheimlichen Fluchs. Skalli versteckt diesen Kristall geschickt unter ihrem Pelz und Leder, sodass er nur bei genauem Hinsehen erkennbar ist. Es scheint, als würden die blauen Tattoos auf ihrer Haut um den Kristall herum pulsieren und sich verändern. Als Ausdruck ihrer Loyalität trägt Skalli stets ein geschnitztes Spirit Token aus Holz bei sich, das einen majestätischen Wolf darstellt. Zusätzlich führt sie ein Großschwert und zwei Handäxte mit sich, wenngleich sie diese Waffen nur selten einsetzt, da ihre Angeborenen Fähigkeiten sie oft mehr als ausreichend bewaffnen. |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed 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. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe 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. 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;
CairnsCairns 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.
The Remaining TribesUntil 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. 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 TokensEach 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 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. |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns | 1 | 52.85 | 10 | Show | |||
Teilnehmer:(1) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 1 Starting the Adventure:The players have come to Bryn Shander at the behest of Speaker Duvessa Shane and the Council of Speakers to aid Ten-Towns. Shortly after arriving, the party has encountered a wounded Crag Cat, that has made its way into town in desperation for pray and begun eating away at a frozen-to-death fishermans corpse and bounty. The party managed to dispatch the beast non-lethally and released it into the wilderness. Quests:Main-Story Quest: Cold-Hearted Killer Sidequests:Foaming Mugs. Three frostbitten shield dwarves approached the characters in the snow-covered street, Hruna, Korux and Storn. They were due for an iron shipment for their forge, the "Blackiron Blades", but on their way from Kelvin's Cairn got ambushed by a peticularly violent Red Yeti. Their brother Oobok got brutally killed and now they're missing 600 pounds worth of iron for Bryn Shander forges. She promised the party a bag of gems worth 50gp each per Charakter, if they agree to bring back the missing sled and wares. After being held off for a few hours by a blizzard, the party found Oobok's body, aswell as traces of the sled and around half a dozen goblin tracks left in the snow. Having dealt with the looters, Goblinboss Izobai surrendered and begrudgingly fled with the survivors to their fortress of Karkolohk. Loot so far:52,85gp per Person After having completed 1 Sidequest in service to Bryn Shander the party has reached 2nd Level! |
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2024-02-28 20:00 | DDHC-RotF-01 Ten-Towns - Foaming Mugs | 1 | 52.85 | 10 | Show | |||
Teilnehmer: Info: Dort werden sie von Sheriff Markham Southwell empfangen, der ihnen erklärt, was in der Stadt vor sich geht. Duvessa Shane erklärt ihnen die Lage genauer und warum sie die Einladungen verschickt haben. Dabei erhalten sie verschiedene Quests: Side Quests:
Ortsinformationen:
Die Gefährten werden von drei Zwergen um Hilfe gebeten, da ihre Eisenlieferung von einem Yeti überfallen wurde. Das Eisen wurde von Goblins gefunden, die aus Karkolohk stammen. Die Gefährten besiegen die Goblins und liesen die Hälfte der Mannschaft laufen. Die Zwerge die sie geschickt hatten stellten sich als Mitglieder der Blackiron Blades vor und geben nun 10% Rapatt auf Waren und Dienstleistungen . Am Abend, als alle in der Taverne saßen und den Abend ausklingen ließen, bricht plötzlich Chaos aus, als ein eisiges Messer durch die Wand sticht und eine Händlerstochter aus Easthaven tot auf der anderen Seite hängt. Ein Zeichen von Auril bildet sich in der Taverne. Es stellt sich heraus, dass alle Mordopfer in den Ten Towns sich aus einer Opferlotterie freigekauft haben, um nicht den Frostmaiden geopfert zu werden. Hlin Trollbane verdächtigt Torrga Icevein, den Beschützer von Sephek, sowie Sephek Kaltro, einen vermutlichen Frostdruide. Die Hauptquest besteht darin, den Cold-Hearted Killer zu finden und zu stoppen. Loot: 52,85gp
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2024-03-22 18:21 | Purchase Log | -9.5 | Show Purchase | |||||
gekauft: verkauft: |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Lantern of Tracking (Elementals) | Show | |||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: 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. Loot: Lantern of Tracking (Elementals) 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. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-04-19 20:27 | DDHC-RotF-01 Ten-Towns - Termalaine: A beautiful Mine | 3 | 25 | 10 | Psi Crystal | Show | ||
Teilnehmer: Info: Loot: 25gp Psi Crystal 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 |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-04-19 20:00 | DDHC-RotF-01 Ten-Towns | 3 | 137.5 | 10 | Show | |||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:50gp for completing "A beautiful Mine" Story:The Party has made their way to Termalaine and met with Speaker Oarus Masthew, who briefed them on the kobold situation of the mines. None of the miners has been hurt or seriously injured, merely been scared of. One casualty had appearantly fallen down the mines shaft into the underdark, but before the kobold had arrived there. Now many of the former miners have sought other work around ten-towns, mainly trying their luck on Maer Dualdon as fishers. Furthermore the town militia refused to aid or head his commands. He suspects influence from Targos on this matter, but has no proof on the matter, only a feeling of unease. He hopes solving the mines issues will bring trade and wealth back to Termalaine, strenghtening his position as speaker. The party has reached 3rd Level, after completing their first mayor task: A beautiful Mine |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns | 4 | -112.5 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Spellcasting Sercives:-450gp Greater Restoration 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. |
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2024-05-03 20:14 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 5 | 5 | 10 | Ring of Warmth | Show | ||
Teilnehmer: Info: Loot: 5gp Skalli war Jagen und erlegte einen Elch: Ring of Warmth 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. |
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2024-05-10 21:01 | DDHC-RotF-01 Ten-Towns - Termalaine: Cold-Hearted Killer | 6 | -32.05 | 10 | Show | |||
Teilnehmer: Info: verkauft: Tratsch: Loot: |
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2024-05-03 20:00 | DDHC-RotF 01 Ten Towns | 5 | 5 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:20gp 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. |
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2024-05-10 21:00 | DDHC-RotF 01 Ten Towns | 6 | 51.025 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Loot:10gp/Person weekly payment by speaker Duvessa Shane 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. |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: 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. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 10 | Show | ||||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 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. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-21 21:00 | DDHC-RotF 01 Ten Towns - Lonlywood | 9 | 25 | 10 | Show | |||
Teilnehmer: Info: 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 Loot: |
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2024-02-23 01:49 | Starting Log | 4 | Show | |||||
Skalli "Frostgaze"Size: 175 Costomizing your Origin: Choose a Class: Barbarian (PHB) Choose a Background: White Wolf of the Wolf Tribe (Reghed Barbarian) Class Equipment Gekauft: BiographySkalli, erblickte das Licht der Welt in den eisigen Weiten von Icewind Dale. Sie wuchs im Tribe of the Wolf der Reghed-Barbaren auf, die nomadisch durch die gefrorene Tundra zogen. Ihre Geburt war von Anfang an ungewöhnlich, denn sie kam in einer stürmischen Winternacht zur Welt, während die Nordlichter den Himmel erhellten und der Vollmond sein bleiches Licht über die Landschaft ergoss. Als die Heilerin, die als Hebamme fungierte, das Kind zu den Eltern brachte, waren sie erstaunt über das, was sie sahen. Skalli hatte weißes Haar, spitze Wolfohren und einen buschigen Schwanz, und als sie ihre Augen öffnete, blickten sie in eisblaue Wolfsaugen. Ihr Vater, ein Mitglied des Gray Wolf Tribe, war ein stolzer Uthgardt-Barbar, der sich unter dem Einfluss des Vollmonds in einen wilden Werwolf verwandelte. Anders als die meisten, die ihre Lykanthropie als Fluch betrachteten, sah er es als ein Erbe an, das es zu akzeptieren galt. Skallis Mutter hingegen war eine Shamanin aus dem Tribe of the Wolf, die sich unsterblich in Skallis Vater verliebte, ungeachtet der Unterschiede und Herausforderungen, die ihre Beziehung mit sich brachte. Trotz ihrer offensichtlichen Andersartigkeit wurde Skalli von ihren Eltern bedingungslos geliebt und im den Tribe of the Wolf aufgezogen. Sie lernte die Kunst des Überlebens in der gnadenlosen Kälte und die Wege der Jagd von den erfahrenen Jägern ihres Stammes. Doch die Zeiten wurden düster in Icewind Dale. Strengere Winter, feindliche Stammeskonflikte und eine unwirkliche Dunkelheit, die die Sonne verdeckte, legten sich über ihre Heimat. Die verschiedenen Stämme begannen sich gegenseitig aufzureiben, und der Tribe verlor viele seiner Mitglieder sowohl an Feindseligkeiten als auch an Hunger und der gnadenlosen Kälte. Unter den Opfern waren auch Skallis Eltern. Zuerst verschwand ihr Vater eines Tages spurlos, und dann erkrankte ihre Mutter schwer. Skalli versuchte verzweifelt, ihr zu helfen, doch die Krankheit erwies sich als fast unheilbar. In einem verzweifelten Versuch, ihre kranke Mutter zu retten, begab sie sich auf die Suche nach einem mächtigen Druiden, von dem sie hörte, dass er möglicherweise helfen könnte. Doch was sie fand, war ein groteskes Ritual, das Auril geweiht war, der Göttin des Winters. Ihr Instinkt schrie, dass etwas daran falsch und verdorben war. Ohne zu zögern, unterbrach Skalli das Ritual und brachte dem offensichtlichen Frostdruiden den Gnadenstoß. Völlig verzweifelt machte sie sich auf den Rückweg, um ihrer Mutter in ihren letzten Momenten beizustehen, doch auf dem Weg zurück zu ihrem Tribe wurde sie überrascht. Ein mysteriöser Pfeil, der von unsichtbarer Hand abgeschossen worden war, durchbohrte ihre Brust. Sie konnte nur den Schaft und die Feder des Pfeils entfernen, während die Spitze in ihrer Brust stecken blieb, und sie begann immer kälter zu werden. Im Moment der herannahenden Bewusstlosigkeit hatte Skalli eine merkwürdige Vision von einem weißen Wolf mit schwarzen Klauen und Fangzähnen, der ihr eine rätselhafte Botschaft übermittelte. Als sie wieder zu sich kam, fand sie sich in dem vertrauten Zelt der Stammesheilerin wieder, die sie mit einem mysteriösen Kristall aus Eis an ihrer Brust vorfand, der sie vor dem sicheren Tod bewahrt hatte. Doch die Rettung war von einem Preis begleitet, den Skalli erst allmählich zu verstehen begann. So entschloss sie sich auf eine gefährliche Reise zu begeben, auf der Suche nach Antworten, Verbündeten und einem Weg, sich von dem Pfeilkopf zu befreien. Die Suche nach einer Lösung, die sie von ihrem eisigen Schicksal befreien würde, begann, während sie durch die eisigen Schneefelder von Icewind Dale zog. Skalli, auch bekannt als Frostgaze, ist eine imposante Gestalt, die die Erscheinung eines Wolfes mit der Anmut einer Kriegerin vereint. Ihre schneeweißen, überschulterlangen Haare fallen wild und ungezähmt über ihre Schultern, wobei einige Strähnen zu geflochtenen Zöpfen gebunden sind. Die Wolfsohren, die aus ihrem Haar herausragen, und der buschige Schwanz verleihen ihr ein animalisches Aussehen, während ihre eisblauen Wolfsaugen wie leuchtendes, ewiges Eis funkeln, was ihr den bezeichnenden Titel "Frostgaze" einbrachte. Ihr jugendliches Gesicht zeigt ungesund blasser Haut, und ihre körperlichen Merkmale wirken trotz ihrer Kraft und Stärke zerbrechlicher als sie tatsächlich ist. Die Kälte ihrer Heimat verbirgt oft ihre Haut, doch die Tribe-Tattoos auf ihrem Körper, insbesondere diejenigen in ihrem Gesicht, sind deutlich sichtbar. Diese Tattoos scheinen sich je nach Skallis Stimmung zu bewegen und zu verändern, von einem leichten Himmelblau bis zu einem strahlenden Tiefblau oder sogar rötlichen Nuancen. In der Regel kleidet sich Skalli in Leder- und Pelzkleidung in erdigen Braun- und Beigetönen. Sie trägt einen dicken Mantel mit Pelzbesatz und Kapuze, den sie tief ins Gesicht zieht, um sich vor den eisigen Winden zu schützen. Ihre Lederstiefel und Handschuhe sind ebenfalls robust und warm gefüttert, passend für die unwirtlichen Bedingungen ihrer Umgebung und im Stil der Reghed Barbarians gehalten. Ein blauer Kristall in der Mitte ihrer Brust bedeckt einen Pfeilkopf aus Ewigen Eis, der dort steckt, ein stummer Zeuge vergangener Kämpfe und eines unheimlichen Fluchs. Skalli versteckt diesen Kristall geschickt unter ihrem Pelz und Leder, sodass er nur bei genauem Hinsehen erkennbar ist. Es scheint, als würden die blauen Tattoos auf ihrer Haut um den Kristall herum pulsieren und sich verändern. Als Ausdruck ihrer Loyalität trägt Skalli stets ein geschnitztes Spirit Token aus Holz bei sich, das einen majestätischen Wolf darstellt. Zusätzlich führt sie ein Großschwert und zwei Handäxte mit sich, wenngleich sie diese Waffen nur selten einsetzt, da ihre Angeborenen Fähigkeiten sie oft mehr als ausreichend bewaffnen. |