Skalli "Frostgaze"

Season:
Forgotten Realms S 13 (50?)
Race:
Shifter
Class:
Circel of the Moon Druid lvl 10
Background:
White Wolf of the Wolf Tribe (Reghed Barbarian)
Lifestyle:
Modest
Current Level:
18
Total GP:
3912.375
Total Downtime:
765
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
33
Magic Item Limit:
10
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,
Mantle of Spell Resistance,
Chardalyn Staff of Charming,
Thermal Cube,
Driftglobe,
The Trophy of Good Luck (Stone of good luck)

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2025-06-10 20:06 DDHC-RotF Chapter 7: Doom of Ythryn 41 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Cadavix, ein Erzmagier der Necromanti der erschlagen wurde von seinen Turm.
(Er wurde von Beru zur ruhe gebettet, und Vilyn hat sich einen kleinen Knochen für das Ritual mitgenommen)
Obelisk der im Norden steht. Kann die Zeit zurückdrehen.
„Siebtens, ziehe einen Kreis mit der Asche der Toten.“
Inscription. The chunk of wall from the Tower of Divination (area Y11) bears the following inscription in Draconic: “Third, a burnt palm loosens the tongue. Shed a secret about yourself for all to hear.” This is a passage from the Rite of the Arcane Octad.
Wir haben den Körper des Golemkopfes gefunden und ihn wieder zusammen gefügt. (Defekte Eisemgolem kompanion)
Historisches Wissen:
Many of the city’s residents owned strange chimeric pets, with winged hares and venomous baboons being particularly popular.
Ythryn’s mages could extend their lives indefinitely by preserving their brains inside jars.
The wizards of Ythryn were entertained by a competitive sport called Chain Lightning.
Apprentice mages would graduate from the House of the Arcane and join one of eight arcane towers, each one dedicated to a different school of magic.


In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once.


Loot:
1x Treasure. A silk robe spun by the spiders is worth 250 gp.


Necklace of Fireballs (6xBeads)
Wondrous item, rare

This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


2025-05-30 20:13 DDHC-RotF Chapter 7: Doom of Ythryn 40 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Durch einen Detect Magic hat Vilin herrausgefunden das das Weave (verzerrt) in Ythryn ihrgenwie seltsam ist und das beeinträchtigt Zauberwirker.
https://www.dndbeyond.com/attachments/2/708/conjuration.png Das zeichen des Towers of Conjuration.
"Second, summon a flame in the palm of your hand."
History: Meditation in the Hall of Weightless Wonder was an invaluable pursuit for the city’s elite.
Thufeus, der Libirian hat den sturz von Ythryn überlebt. (Sein Tagebuch gefunden)
Books of Keeping - 4 Bücher die alle Namen von Jogolofs die erschaffen worden sind.
Kingsport’s ein erwachter Pinguin wurde
History: In times of trouble, the wizards raised a force field around the enclave’s central spire that only they could pass through.
History: An ancient obelisk stands in the shadow of the Spire of Iriolarthas. Using this obelisk and a staff of power, one can turn back time.
History: Ythryn was held aloft by the magic of an arcane sphere known as a mythallar. The mythallar also had the power to recharge magic items and control the weather.
History: The wizards imbued certain spells with their own life force, turning them into living entities.
Commune with Nature im Garten
- Im Turm über Nythalar ist einer Mächtiger Untoter.
- Y28 Hat einen Mächtigen Fient und andere spürbar familiar Creaturen.
- Y19 Ein Portal im Turm des Untoten über Nythalar.

History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants.


Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist.


Loot:
1x Potion of Longevity
1x Potion of Invisibility
1x spell scrolls Leomund's tiny
1x spell scrolls plane shift
1x spell scrolls wall of ice


Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you.
Secret Effect: When this charm vanishes from you, illusory music accompanies you for the next 24 hours. It can be heard out to a range of 60 feet. Casting dispel magic on you ends the music.


Chime of Opening
Wondrous item, rare

This item has a single use remaining.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.


2025-05-23 21:00 DDHC-RotF Chapter 7: Doom of Ythryn 39 10 Driftglobe, The Trophy of Good Luck (Stone of good luck) Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
First, shield thy heart with a wand from the Nether Oak
High Abjurer Taruth
Anvil of Disjunction, Zwerstört magicitem.
Wonders from across the world of Toril were sold at the enclave’s Bazaar of the Bizarre.


Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.)
In einen der Tower haben wir einen Ambos gefunden der Magische gegenstände zerstören kann. dazu brauchen wir aber eine Wand aus Nether Oak.
Wir sind auf den Weg zum Bazaar of the Bizarre.


Loot:
1x 100gp Diamanten


Driftglobe
Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


The Trophy of Good Luck (Stone of good luck)
Wondrous Item, Uncommon (Requires Attunement)

The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck.

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


2025-05-17 20:05 DDHC-RotF 06 - Caves of Hunger 38 1 10 Thermal Cube 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) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Die Dryad named Hathowyn half uns gegen die Dämonen die uns Avarice auf den Hals hetzte.
Sie wird nun hundert jahre schlafen um ihre kraft wieder aufzufüllen.
Wir finden den weg nach
https://files.d20.io/images/371187639/QHZWGW9IFF7luHQCwUdeVQ/max.png?1702299762


Loot:


Thermal Cube
Wondrous item, common

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).


  • 1 lvl Druid

2025-05-17 20:00 DDHC-RotF 06 - Caves of Hunger 38 1 10 Show

Loot:

Thermal Cube
Wondrous item, common
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
Yilsebek's Spellbook
Yilsebek’s spellbook has black leather covers and pages made from sheets of trillimac (an Underdark fungus). The book contains the following spells:
1st. Comprehend Languages, Detect Magic, Mage Armor, Magic Missile, Shield, Witch Bolt
2nd. Alter Self, Misty Step, Suggestion, Web
3rd. Fly, Lightning Bolt, Sending
4th. Evard's Black Tentacles, Fabricate, Greater Invisibility
5th. Cloudkill


By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level!

2025-05-02 20:48 DDHC-RotF 06 - Caves of Hunger 37 10 Mantle of Spell Resistance, Chardalyn Staff of Charming 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:
Unter uns hatte Skalli das gefühl das natürliches leben hier in den Höhlen gibt.
Sie hat auch Remoras geratter gehört auch südlich.


Ein Hain frostbedeckter Bäume füllt diese fünfzehn Meter hohe Höhle, deren Boden aus einer Mischung aus Erde und Eis besteht. Wie durch Zauberei oder ein Wunder leben die Bäume, ihre Kronen sind dicht mit frostigen Blättern bedeckt, und an ihren Ästen hängen violette Birnen wie Ornamente. Eine niedrige, an mehreren Stellen unterbrochene Mauer schlängelt sich durch den Hain, der von sechs Ausgängen umgeben ist.
Hathowyn, die Dryade die in den Netherisischen Hain gebunden wurde.


Loot:


2x Charm of Vicious Mockery
This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.


Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.


Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Damage: 1d6
Damage Type: Bludgeoning
Properties: Versatile

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


2025-05-02 20:00 DDHC-RotF 06 - Caves of Hunger 37 10 Show

Loot:

Purple Pears. Each tree has 3d6 ripe pears hanging from its branches, most of them within reach. Any creature that eats more than half of a purple pear gains the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must vanish from a creature before it can gain any more charms by eating purple pears. A creature that eats three or more purple pears within 1 hour is poisoned for 24 hours thereafter and suffers painful cramps until the condition ends.
Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required. Once used three times, this charm vanishes from you.
3–5 Charm of Vicious Mockery. This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm vanishes from you.
9–11 Charm of Sending. This charm allows you to cast the sending spell as an action, no components required. Once used, this charm vanishes from you.
12–14 Charm of Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm vanishes from you.
15–17 Charm of Lightning Bolt. This charm allows you to cast the lightning bolt spell (save DC 15) as an action, no components required. Once used, this charm vanishes from you.
18–19 Charm of Purplemancy. This charm allows you to cast the faerie fire spell (violet light only; save DC 15) as a bonus action instead of an action, no components required. Once used three times, this charm vanishes from you.
20 Charm of Restoration. This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
...
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 10 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



2025-04-11 20:00 DDHC-RotF 06 - Caves of Hunger 36 5 Show

Loot:

Holy symbol of Mystryl (25gp)

2025-04-04 21:39 DDHC-RotF 06 - Caves of Hunger 35 10 Chardalyn Ring of the Ram, Bag of Holding 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:
Skalli Ritualisiert Comune with Natur:
- Location of one Challenge Rating 10+ a Fiend (Schwache Aura aus Süden)
- Locations of bodies of water / drei Wasserquellen im Südosten, fühlen sich Warm an als wären sie lebendig oder etwas würde ihn ihnen leben.


Loot:
2x Potion of Superior Healing


Chardalyn Ring of the Ram
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.

Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


2025-04-04 19:00 DDHC-RotF 06 - Caves of Hunger 35 10 Show

Loot:

2x Potion of Superior Healing
Chardalyn Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

2025-03-21 20:23 DDHC-RotF 06 - Caves of Hunger 34 10 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 - ?


Infos:
Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.

Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.

Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.

All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.

Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.

Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.
https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933


Loot:


2025-03-21 20:00 DDHC-RotF 06 - Caves of Hunger 34 10 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 - Halfling - Twilight Cleric - ?

Story:

Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.


Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.


Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.


All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.


Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.


Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.


https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 1 693.6 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode übergang Chapter 6: Caves of Hunger 33 1 693.6 10 Alchemy Jug, Vassavicken's Greataxe Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Cruelty. "Compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."
Endurance. "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies."
Isolation. "In solitude you can understand and harness your full potential. Depending on others makes you weak."
Preservation. "Every flake of snow is unique, and that which is unique must be preserved."


The frost giant roars in anger as specks of snow and shards of ice whirl around her, slowly lifting her until she hovers several feet of the ground. Turning her face to the skies, the giant yells: “Frostmaiden, I have failed you! Accept my final offering – this pitiful mortal coil and my eternal soul – so that you may deliver your cold judgement to those who have wronged you. Auril, I beseech you, use me as your vessel!”

While the giant speaks, rime spreads across her body, until she is completely covered in a thick layer of ice, just as the last words cross her lips. The giant’s body stills then, as does the whirlwind of ice and snow, as if time itself has stopped. Creaking loudly, the giant’s head turns toward you, eyes glowing with a fierce, blue light. She looks straight at you – through you, almost, her gaze as cold and sharp as icicles – and says in a voice that is simultaneously as soft as a whisper and as deafening as thunder: “I see you.”

With those words, the giant’s frozen body and all her belongings explode into millions of small, icy shards that come clashing to the ground underneath it, until there’s nothing left of the giant but scattered piles of ice and snow – and the echo of an eerie voice on the wind: “I see you…”


Loot: 693,6 gp
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling


Blessing of the Frostmaiden. Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest.


Alchemy Jug
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon


Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


  • 1 lvl Moon Druid

Minimale Umbau bei lvl Up:
Source: Ability three +1--------------->Source: Ability one +1, one +2
Chose: Str +1, Wis +1, Con +1-------->Chose: Wis +2, Con +1
Skillexpert: +1 Wis---------------------->Skillexpert: +1 Dex
Ability Score Point ´Buy:
St 10 (), Dex 13(+1), Con 15 (+1), Int 8, Wis 15 (+2+1), Cha 10


2025-03-07 19:56 DDHC-RotF 05 - Auril's Abode 32 10 Trident +2, Professor Skant Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Was Skallis Mutter immer sagte:
"Do not ask, how the ocean's blue. Or why the tides their time do keep. To love, is to know simply this. The tides are true, as the ocean is deep."


Trinket: Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp.

Continual Flame von Elric Abgecastet auf lvl 4


Loot:


Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Professor Skant
Wondrous item, rare

Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

  • The history of Netheril
  • Vampirism and the traits of vampires
  • Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
    • The tarrasque

A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.

The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.


2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-02-28 21:27 DDHC-RotF 05 - Auril's Abode 31 10 Quiver of Ehlonna, Mithral Armor, Gray Bag of Tricks Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:


Loot:
3x Antitoxin
1x Holy Water


Mithral Armor
Armor (chain mail), uncommen

Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Quiver of Ehlonna
Wondrous item, uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.


Gray Bag of Tricks
Wondrous Item, Uncommon

This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Gray Bag of Tricks
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk


2025-02-07 20:01 DDHC-RotF 05 - Auril's Abode 30 -600 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Jendren Uruth, Wilderer der versucht hat den erweckten Spermwahl zu erlegen.
Angajuk wurde von Skalli´s Mutter Anga erweckt.
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
Angajuk takes adventurers on an undersea tour.

https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609
You have reached the point of no-return. Are you sure you want to proceed? After this point, certain events and choices will permanently alter the region, rendering certain side-quests and events inaccessible. Make sure you have completed all your preparations and tied up any loose ends. The area you are about to enter is wickedly deadly for your level. Your Final Act is nigh...
YES? - NO?


gekauft:
1x Oil of Slipperiness -100gp
1x Potion of Greater Healing -100gp
1x Potion of Psionic Fortitude -100gp
1x Spell Scroll of Revivify -300gp


Loot:
Trinket: Ein Bild von Angar und ihrer Tochter die noch ein Baby war, das auf Tierhaut gemalt wurde.
Trinket: Eine kleine Schartule aus Holz in der Argath eingelassen ist.
1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing


Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2025-06-10 20:06 DDHC-RotF Chapter 7: Doom of Ythryn 41 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Cadavix, ein Erzmagier der Necromanti der erschlagen wurde von seinen Turm.
(Er wurde von Beru zur ruhe gebettet, und Vilyn hat sich einen kleinen Knochen für das Ritual mitgenommen)
Obelisk der im Norden steht. Kann die Zeit zurückdrehen.
„Siebtens, ziehe einen Kreis mit der Asche der Toten.“
Inscription. The chunk of wall from the Tower of Divination (area Y11) bears the following inscription in Draconic: “Third, a burnt palm loosens the tongue. Shed a secret about yourself for all to hear.” This is a passage from the Rite of the Arcane Octad.
Wir haben den Körper des Golemkopfes gefunden und ihn wieder zusammen gefügt. (Defekte Eisemgolem kompanion)
Historisches Wissen:
Many of the city’s residents owned strange chimeric pets, with winged hares and venomous baboons being particularly popular.
Ythryn’s mages could extend their lives indefinitely by preserving their brains inside jars.
The wizards of Ythryn were entertained by a competitive sport called Chain Lightning.
Apprentice mages would graduate from the House of the Arcane and join one of eight arcane towers, each one dedicated to a different school of magic.


In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once.


Loot:
1x Treasure. A silk robe spun by the spiders is worth 250 gp.


Necklace of Fireballs (6xBeads)
Wondrous item, rare

This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


2025-05-30 20:13 DDHC-RotF Chapter 7: Doom of Ythryn 40 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Durch einen Detect Magic hat Vilin herrausgefunden das das Weave (verzerrt) in Ythryn ihrgenwie seltsam ist und das beeinträchtigt Zauberwirker.
https://www.dndbeyond.com/attachments/2/708/conjuration.png Das zeichen des Towers of Conjuration.
"Second, summon a flame in the palm of your hand."
History: Meditation in the Hall of Weightless Wonder was an invaluable pursuit for the city’s elite.
Thufeus, der Libirian hat den sturz von Ythryn überlebt. (Sein Tagebuch gefunden)
Books of Keeping - 4 Bücher die alle Namen von Jogolofs die erschaffen worden sind.
Kingsport’s ein erwachter Pinguin wurde
History: In times of trouble, the wizards raised a force field around the enclave’s central spire that only they could pass through.
History: An ancient obelisk stands in the shadow of the Spire of Iriolarthas. Using this obelisk and a staff of power, one can turn back time.
History: Ythryn was held aloft by the magic of an arcane sphere known as a mythallar. The mythallar also had the power to recharge magic items and control the weather.
History: The wizards imbued certain spells with their own life force, turning them into living entities.
Commune with Nature im Garten
- Im Turm über Nythalar ist einer Mächtiger Untoter.
- Y28 Hat einen Mächtigen Fient und andere spürbar familiar Creaturen.
- Y19 Ein Portal im Turm des Untoten über Nythalar.

History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants.


Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist.


Loot:
1x Potion of Longevity
1x Potion of Invisibility
1x spell scrolls Leomund's tiny
1x spell scrolls plane shift
1x spell scrolls wall of ice


Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you.
Secret Effect: When this charm vanishes from you, illusory music accompanies you for the next 24 hours. It can be heard out to a range of 60 feet. Casting dispel magic on you ends the music.


Chime of Opening
Wondrous item, rare

This item has a single use remaining.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.


2025-05-23 21:00 DDHC-RotF Chapter 7: Doom of Ythryn 39 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
First, shield thy heart with a wand from the Nether Oak
High Abjurer Taruth
Anvil of Disjunction, Zwerstört magicitem.
Wonders from across the world of Toril were sold at the enclave’s Bazaar of the Bizarre.


Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.)
In einen der Tower haben wir einen Ambos gefunden der Magische gegenstände zerstören kann. dazu brauchen wir aber eine Wand aus Nether Oak.
Wir sind auf den Weg zum Bazaar of the Bizarre.


Loot:
1x 100gp Diamanten


Driftglobe
Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


The Trophy of Good Luck (Stone of good luck)
Wondrous Item, Uncommon (Requires Attunement)

The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck.

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


2025-05-17 20:05 DDHC-RotF 06 - Caves of Hunger 38 10 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) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Die Dryad named Hathowyn half uns gegen die Dämonen die uns Avarice auf den Hals hetzte.
Sie wird nun hundert jahre schlafen um ihre kraft wieder aufzufüllen.
Wir finden den weg nach
https://files.d20.io/images/371187639/QHZWGW9IFF7luHQCwUdeVQ/max.png?1702299762


Loot:


Thermal Cube
Wondrous item, common

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).


  • 1 lvl Druid

2025-05-17 20:00 DDHC-RotF 06 - Caves of Hunger 38 10 Show

Loot:

Thermal Cube
Wondrous item, common
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
Yilsebek's Spellbook
Yilsebek’s spellbook has black leather covers and pages made from sheets of trillimac (an Underdark fungus). The book contains the following spells:
1st. Comprehend Languages, Detect Magic, Mage Armor, Magic Missile, Shield, Witch Bolt
2nd. Alter Self, Misty Step, Suggestion, Web
3rd. Fly, Lightning Bolt, Sending
4th. Evard's Black Tentacles, Fabricate, Greater Invisibility
5th. Cloudkill


By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level!

2025-05-02 20:48 DDHC-RotF 06 - Caves of Hunger 37 10 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:
Unter uns hatte Skalli das gefühl das natürliches leben hier in den Höhlen gibt.
Sie hat auch Remoras geratter gehört auch südlich.


Ein Hain frostbedeckter Bäume füllt diese fünfzehn Meter hohe Höhle, deren Boden aus einer Mischung aus Erde und Eis besteht. Wie durch Zauberei oder ein Wunder leben die Bäume, ihre Kronen sind dicht mit frostigen Blättern bedeckt, und an ihren Ästen hängen violette Birnen wie Ornamente. Eine niedrige, an mehreren Stellen unterbrochene Mauer schlängelt sich durch den Hain, der von sechs Ausgängen umgeben ist.
Hathowyn, die Dryade die in den Netherisischen Hain gebunden wurde.


Loot:


2x Charm of Vicious Mockery
This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.


Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.


Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Damage: 1d6
Damage Type: Bludgeoning
Properties: Versatile

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


2025-05-02 20:00 DDHC-RotF 06 - Caves of Hunger 37 10 Show

Loot:

Purple Pears. Each tree has 3d6 ripe pears hanging from its branches, most of them within reach. Any creature that eats more than half of a purple pear gains the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must vanish from a creature before it can gain any more charms by eating purple pears. A creature that eats three or more purple pears within 1 hour is poisoned for 24 hours thereafter and suffers painful cramps until the condition ends.
Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required. Once used three times, this charm vanishes from you.
3–5 Charm of Vicious Mockery. This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm vanishes from you.
9–11 Charm of Sending. This charm allows you to cast the sending spell as an action, no components required. Once used, this charm vanishes from you.
12–14 Charm of Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm vanishes from you.
15–17 Charm of Lightning Bolt. This charm allows you to cast the lightning bolt spell (save DC 15) as an action, no components required. Once used, this charm vanishes from you.
18–19 Charm of Purplemancy. This charm allows you to cast the faerie fire spell (violet light only; save DC 15) as a bonus action instead of an action, no components required. Once used three times, this charm vanishes from you.
20 Charm of Restoration. This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
...
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 10 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



2025-04-11 20:00 DDHC-RotF 06 - Caves of Hunger 36 Show

Loot:

Holy symbol of Mystryl (25gp)

2025-04-04 21:39 DDHC-RotF 06 - Caves of Hunger 35 10 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:
Skalli Ritualisiert Comune with Natur:
- Location of one Challenge Rating 10+ a Fiend (Schwache Aura aus Süden)
- Locations of bodies of water / drei Wasserquellen im Südosten, fühlen sich Warm an als wären sie lebendig oder etwas würde ihn ihnen leben.


Loot:
2x Potion of Superior Healing


Chardalyn Ring of the Ram
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.

Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


2025-04-04 19:00 DDHC-RotF 06 - Caves of Hunger 35 10 Show

Loot:

2x Potion of Superior Healing
Chardalyn Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

2025-03-21 20:23 DDHC-RotF 06 - Caves of Hunger 34 10 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 - ?


Infos:
Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.

Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.

Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.

All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.

Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.

Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.
https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933


Loot:


2025-03-21 20:00 DDHC-RotF 06 - Caves of Hunger 34 10 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 - Halfling - Twilight Cleric - ?

Story:

Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.


Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.


Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.


All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.


Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.


Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.


https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode übergang Chapter 6: Caves of Hunger 33 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Cruelty. "Compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."
Endurance. "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies."
Isolation. "In solitude you can understand and harness your full potential. Depending on others makes you weak."
Preservation. "Every flake of snow is unique, and that which is unique must be preserved."


The frost giant roars in anger as specks of snow and shards of ice whirl around her, slowly lifting her until she hovers several feet of the ground. Turning her face to the skies, the giant yells: “Frostmaiden, I have failed you! Accept my final offering – this pitiful mortal coil and my eternal soul – so that you may deliver your cold judgement to those who have wronged you. Auril, I beseech you, use me as your vessel!”

While the giant speaks, rime spreads across her body, until she is completely covered in a thick layer of ice, just as the last words cross her lips. The giant’s body stills then, as does the whirlwind of ice and snow, as if time itself has stopped. Creaking loudly, the giant’s head turns toward you, eyes glowing with a fierce, blue light. She looks straight at you – through you, almost, her gaze as cold and sharp as icicles – and says in a voice that is simultaneously as soft as a whisper and as deafening as thunder: “I see you.”

With those words, the giant’s frozen body and all her belongings explode into millions of small, icy shards that come clashing to the ground underneath it, until there’s nothing left of the giant but scattered piles of ice and snow – and the echo of an eerie voice on the wind: “I see you…”


Loot: 693,6 gp
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling


Blessing of the Frostmaiden. Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest.


Alchemy Jug
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon


Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


  • 1 lvl Moon Druid

Minimale Umbau bei lvl Up:
Source: Ability three +1--------------->Source: Ability one +1, one +2
Chose: Str +1, Wis +1, Con +1-------->Chose: Wis +2, Con +1
Skillexpert: +1 Wis---------------------->Skillexpert: +1 Dex
Ability Score Point ´Buy:
St 10 (), Dex 13(+1), Con 15 (+1), Int 8, Wis 15 (+2+1), Cha 10


2025-03-07 19:56 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Was Skallis Mutter immer sagte:
"Do not ask, how the ocean's blue. Or why the tides their time do keep. To love, is to know simply this. The tides are true, as the ocean is deep."


Trinket: Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp.

Continual Flame von Elric Abgecastet auf lvl 4


Loot:


Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Professor Skant
Wondrous item, rare

Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

  • The history of Netheril
  • Vampirism and the traits of vampires
  • Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
    • The tarrasque

A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.

The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.


2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-02-28 21:27 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:


Loot:
3x Antitoxin
1x Holy Water


Mithral Armor
Armor (chain mail), uncommen

Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Quiver of Ehlonna
Wondrous item, uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.


Gray Bag of Tricks
Wondrous Item, Uncommon

This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Gray Bag of Tricks
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk


2025-02-07 20:01 DDHC-RotF 05 - Auril's Abode 30 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Jendren Uruth, Wilderer der versucht hat den erweckten Spermwahl zu erlegen.
Angajuk wurde von Skalli´s Mutter Anga erweckt.
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
Angajuk takes adventurers on an undersea tour.

https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609
You have reached the point of no-return. Are you sure you want to proceed? After this point, certain events and choices will permanently alter the region, rendering certain side-quests and events inaccessible. Make sure you have completed all your preparations and tied up any loose ends. The area you are about to enter is wickedly deadly for your level. Your Final Act is nigh...
YES? - NO?


gekauft:
1x Oil of Slipperiness -100gp
1x Potion of Greater Healing -100gp
1x Potion of Psionic Fortitude -100gp
1x Spell Scroll of Revivify -300gp


Loot:
Trinket: Ein Bild von Angar und ihrer Tochter die noch ein Baby war, das auf Tierhaut gemalt wurde.
Trinket: Eine kleine Schartule aus Holz in der Argath eingelassen ist.
1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing


Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2025-06-10 20:06 DDHC-RotF Chapter 7: Doom of Ythryn 41 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Cadavix, ein Erzmagier der Necromanti der erschlagen wurde von seinen Turm.
(Er wurde von Beru zur ruhe gebettet, und Vilyn hat sich einen kleinen Knochen für das Ritual mitgenommen)
Obelisk der im Norden steht. Kann die Zeit zurückdrehen.
„Siebtens, ziehe einen Kreis mit der Asche der Toten.“
Inscription. The chunk of wall from the Tower of Divination (area Y11) bears the following inscription in Draconic: “Third, a burnt palm loosens the tongue. Shed a secret about yourself for all to hear.” This is a passage from the Rite of the Arcane Octad.
Wir haben den Körper des Golemkopfes gefunden und ihn wieder zusammen gefügt. (Defekte Eisemgolem kompanion)
Historisches Wissen:
Many of the city’s residents owned strange chimeric pets, with winged hares and venomous baboons being particularly popular.
Ythryn’s mages could extend their lives indefinitely by preserving their brains inside jars.
The wizards of Ythryn were entertained by a competitive sport called Chain Lightning.
Apprentice mages would graduate from the House of the Arcane and join one of eight arcane towers, each one dedicated to a different school of magic.


In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once.


Loot:
1x Treasure. A silk robe spun by the spiders is worth 250 gp.


Necklace of Fireballs (6xBeads)
Wondrous item, rare

This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.


2025-05-30 20:13 DDHC-RotF Chapter 7: Doom of Ythryn 40 10 Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Durch einen Detect Magic hat Vilin herrausgefunden das das Weave (verzerrt) in Ythryn ihrgenwie seltsam ist und das beeinträchtigt Zauberwirker.
https://www.dndbeyond.com/attachments/2/708/conjuration.png Das zeichen des Towers of Conjuration.
"Second, summon a flame in the palm of your hand."
History: Meditation in the Hall of Weightless Wonder was an invaluable pursuit for the city’s elite.
Thufeus, der Libirian hat den sturz von Ythryn überlebt. (Sein Tagebuch gefunden)
Books of Keeping - 4 Bücher die alle Namen von Jogolofs die erschaffen worden sind.
Kingsport’s ein erwachter Pinguin wurde
History: In times of trouble, the wizards raised a force field around the enclave’s central spire that only they could pass through.
History: An ancient obelisk stands in the shadow of the Spire of Iriolarthas. Using this obelisk and a staff of power, one can turn back time.
History: Ythryn was held aloft by the magic of an arcane sphere known as a mythallar. The mythallar also had the power to recharge magic items and control the weather.
History: The wizards imbued certain spells with their own life force, turning them into living entities.
Commune with Nature im Garten
- Im Turm über Nythalar ist einer Mächtiger Untoter.
- Y28 Hat einen Mächtigen Fient und andere spürbar familiar Creaturen.
- Y19 Ein Portal im Turm des Untoten über Nythalar.

History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants.


Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist.


Loot:
1x Potion of Longevity
1x Potion of Invisibility
1x spell scrolls Leomund's tiny
1x spell scrolls plane shift
1x spell scrolls wall of ice


Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you.
Secret Effect: When this charm vanishes from you, illusory music accompanies you for the next 24 hours. It can be heard out to a range of 60 feet. Casting dispel magic on you ends the music.


Chime of Opening
Wondrous item, rare

This item has a single use remaining.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.


2025-05-23 21:00 DDHC-RotF Chapter 7: Doom of Ythryn 39 10 Driftglobe, The Trophy of Good Luck (Stone of good luck) Show

Teilnehmer:
(10) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(10) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(10) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(10) Frederick - Elric - Human - Wizard - none
(10) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
First, shield thy heart with a wand from the Nether Oak
High Abjurer Taruth
Anvil of Disjunction, Zwerstört magicitem.
Wonders from across the world of Toril were sold at the enclave’s Bazaar of the Bizarre.


Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.)
In einen der Tower haben wir einen Ambos gefunden der Magische gegenstände zerstören kann. dazu brauchen wir aber eine Wand aus Nether Oak.
Wir sind auf den Weg zum Bazaar of the Bizarre.


Loot:
1x 100gp Diamanten


Driftglobe
Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


The Trophy of Good Luck (Stone of good luck)
Wondrous Item, Uncommon (Requires Attunement)

The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck.

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.


2025-05-17 20:05 DDHC-RotF 06 - Caves of Hunger 38 10 Thermal Cube 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) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Die Dryad named Hathowyn half uns gegen die Dämonen die uns Avarice auf den Hals hetzte.
Sie wird nun hundert jahre schlafen um ihre kraft wieder aufzufüllen.
Wir finden den weg nach
https://files.d20.io/images/371187639/QHZWGW9IFF7luHQCwUdeVQ/max.png?1702299762


Loot:


Thermal Cube
Wondrous item, common

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).


  • 1 lvl Druid

2025-05-17 20:00 DDHC-RotF 06 - Caves of Hunger 38 10 Show

Loot:

Thermal Cube
Wondrous item, common
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
Yilsebek's Spellbook
Yilsebek’s spellbook has black leather covers and pages made from sheets of trillimac (an Underdark fungus). The book contains the following spells:
1st. Comprehend Languages, Detect Magic, Mage Armor, Magic Missile, Shield, Witch Bolt
2nd. Alter Self, Misty Step, Suggestion, Web
3rd. Fly, Lightning Bolt, Sending
4th. Evard's Black Tentacles, Fabricate, Greater Invisibility
5th. Cloudkill


By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level!

2025-05-02 20:48 DDHC-RotF 06 - Caves of Hunger 37 10 Mantle of Spell Resistance, Chardalyn Staff of Charming 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:
Unter uns hatte Skalli das gefühl das natürliches leben hier in den Höhlen gibt.
Sie hat auch Remoras geratter gehört auch südlich.


Ein Hain frostbedeckter Bäume füllt diese fünfzehn Meter hohe Höhle, deren Boden aus einer Mischung aus Erde und Eis besteht. Wie durch Zauberei oder ein Wunder leben die Bäume, ihre Kronen sind dicht mit frostigen Blättern bedeckt, und an ihren Ästen hängen violette Birnen wie Ornamente. Eine niedrige, an mehreren Stellen unterbrochene Mauer schlängelt sich durch den Hain, der von sechs Ausgängen umgeben ist.
Hathowyn, die Dryade die in den Netherisischen Hain gebunden wurde.


Loot:


2x Charm of Vicious Mockery
This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.


Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.


Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Damage: 1d6
Damage Type: Bludgeoning
Properties: Versatile

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


2025-05-02 20:00 DDHC-RotF 06 - Caves of Hunger 37 10 Show

Loot:

Purple Pears. Each tree has 3d6 ripe pears hanging from its branches, most of them within reach. Any creature that eats more than half of a purple pear gains the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must vanish from a creature before it can gain any more charms by eating purple pears. A creature that eats three or more purple pears within 1 hour is poisoned for 24 hours thereafter and suffers painful cramps until the condition ends.
Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required. Once used three times, this charm vanishes from you.
3–5 Charm of Vicious Mockery. This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm vanishes from you.
9–11 Charm of Sending. This charm allows you to cast the sending spell as an action, no components required. Once used, this charm vanishes from you.
12–14 Charm of Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm vanishes from you.
15–17 Charm of Lightning Bolt. This charm allows you to cast the lightning bolt spell (save DC 15) as an action, no components required. Once used, this charm vanishes from you.
18–19 Charm of Purplemancy. This charm allows you to cast the faerie fire spell (violet light only; save DC 15) as a bonus action instead of an action, no components required. Once used three times, this charm vanishes from you.
20 Charm of Restoration. This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
...
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Chardalyn Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

2025-04-11 21:09 DDHC-RotF 06 - Caves of Hunger 36 10 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



2025-04-11 20:00 DDHC-RotF 06 - Caves of Hunger 36 5 Show

Loot:

Holy symbol of Mystryl (25gp)

2025-04-04 21:39 DDHC-RotF 06 - Caves of Hunger 35 10 Chardalyn Ring of the Ram, Bag of Holding 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:
Skalli Ritualisiert Comune with Natur:
- Location of one Challenge Rating 10+ a Fiend (Schwache Aura aus Süden)
- Locations of bodies of water / drei Wasserquellen im Südosten, fühlen sich Warm an als wären sie lebendig oder etwas würde ihn ihnen leben.


Loot:
2x Potion of Superior Healing


Chardalyn Ring of the Ram
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.

Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.

Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.


Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.


2025-04-04 19:00 DDHC-RotF 06 - Caves of Hunger 35 10 Show

Loot:

2x Potion of Superior Healing
Chardalyn Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

2025-03-21 20:23 DDHC-RotF 06 - Caves of Hunger 34 10 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 - ?


Infos:
Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.

Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.

Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.

All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.

Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.

Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.
https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933


Loot:


2025-03-21 20:00 DDHC-RotF 06 - Caves of Hunger 34 10 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 - Halfling - Twilight Cleric - ?

Story:

Rime of the Frostmaiden
We bow to She who wears the crown;
Let the world shiver with dread.
Clad in winter’s whitest gown,
Her snow enshrouds the dead.


Her fury sheds but frozen tears
as gray clouds issue forth.
Her wind across the wasteland shears,
bringing blizzards from the north.


Ice-kissed flowers caught mid-bloom,
beauty kept in all its grace.
Summer’s gone to its silent tomb,
stilling in Her cold embrace.


All the world in winter’s white,
sheathed in sleet and ice.
Set upon never-ending night,
She conjures paradise.


Behold Her everlasting rime,
see how it covers all;
Weep not for those She traps in time
behind Her glacial wall.


Sovereign of summers lost,
general of winter’s war;
Long live the queen of cold and frost.
May She reign forevermore.


https://files.d20.io/images/371184713/mBq_Xp8H3E7s1PyHcv6eBg/med.png?1702295933

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 693.6 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode übergang Chapter 6: Caves of Hunger 33 693.6 10 Alchemy Jug, Vassavicken's Greataxe Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Cruelty. "Compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."
Endurance. "Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies."
Isolation. "In solitude you can understand and harness your full potential. Depending on others makes you weak."
Preservation. "Every flake of snow is unique, and that which is unique must be preserved."


The frost giant roars in anger as specks of snow and shards of ice whirl around her, slowly lifting her until she hovers several feet of the ground. Turning her face to the skies, the giant yells: “Frostmaiden, I have failed you! Accept my final offering – this pitiful mortal coil and my eternal soul – so that you may deliver your cold judgement to those who have wronged you. Auril, I beseech you, use me as your vessel!”

While the giant speaks, rime spreads across her body, until she is completely covered in a thick layer of ice, just as the last words cross her lips. The giant’s body stills then, as does the whirlwind of ice and snow, as if time itself has stopped. Creaking loudly, the giant’s head turns toward you, eyes glowing with a fierce, blue light. She looks straight at you – through you, almost, her gaze as cold and sharp as icicles – and says in a voice that is simultaneously as soft as a whisper and as deafening as thunder: “I see you.”

With those words, the giant’s frozen body and all her belongings explode into millions of small, icy shards that come clashing to the ground underneath it, until there’s nothing left of the giant but scattered piles of ice and snow – and the echo of an eerie voice on the wind: “I see you…”


Loot: 693,6 gp
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling


Blessing of the Frostmaiden. Your eyes become as cold as ice. You gain immunity to cold damage. In addition, you can cast the cone of cold spell (save DC 15) once. You regain the ability to cast this spell when you finish a long rest.


Alchemy Jug
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon


Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


  • 1 lvl Moon Druid

Minimale Umbau bei lvl Up:
Source: Ability three +1--------------->Source: Ability one +1, one +2
Chose: Str +1, Wis +1, Con +1-------->Chose: Wis +2, Con +1
Skillexpert: +1 Wis---------------------->Skillexpert: +1 Dex
Ability Score Point ´Buy:
St 10 (), Dex 13(+1), Con 15 (+1), Int 8, Wis 15 (+2+1), Cha 10


2025-03-07 19:56 DDHC-RotF 05 - Auril's Abode 32 10 Trident +2, Professor Skant Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Infos:
Was Skallis Mutter immer sagte:
"Do not ask, how the ocean's blue. Or why the tides their time do keep. To love, is to know simply this. The tides are true, as the ocean is deep."


Trinket: Small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp.

Continual Flame von Elric Abgecastet auf lvl 4


Loot:


Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.


Professor Skant
Wondrous item, rare

Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

  • The history of Netheril
  • Vampirism and the traits of vampires
  • Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
    • The tarrasque

A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.

The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.


2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-02-28 21:27 DDHC-RotF 05 - Auril's Abode 31 10 Quiver of Ehlonna, Mithral Armor, Gray Bag of Tricks Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:


Loot:
3x Antitoxin
1x Holy Water


Mithral Armor
Armor (chain mail), uncommen

Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.


Quiver of Ehlonna
Wondrous item, uncommon

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.


Gray Bag of Tricks
Wondrous Item, Uncommon

This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Gray Bag of Tricks
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk


2025-02-07 20:01 DDHC-RotF 05 - Auril's Abode 30 -600 10 Show

Teilnehmer:
(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?


Info:
Jendren Uruth, Wilderer der versucht hat den erweckten Spermwahl zu erlegen.
Angajuk wurde von Skalli´s Mutter Anga erweckt.
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
Angajuk takes adventurers on an undersea tour.

https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609
You have reached the point of no-return. Are you sure you want to proceed? After this point, certain events and choices will permanently alter the region, rendering certain side-quests and events inaccessible. Make sure you have completed all your preparations and tied up any loose ends. The area you are about to enter is wickedly deadly for your level. Your Final Act is nigh...
YES? - NO?


gekauft:
1x Oil of Slipperiness -100gp
1x Potion of Greater Healing -100gp
1x Potion of Psionic Fortitude -100gp
1x Spell Scroll of Revivify -300gp


Loot:
Trinket: Ein Bild von Angar und ihrer Tochter die noch ein Baby war, das auf Tierhaut gemalt wurde.
Trinket: Eine kleine Schartule aus Holz in der Argath eingelassen ist.
1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing