Skalli "Frostgaze"
Ring of Warmth,
Amarok´s Favor (Insignia of Claws),
Boots of the Winterlands,
Wand of the War Mage +1,
Pearl of Power,
Staff of Frost,
Bag of Tricks (Gray),
Amulet of Health,
Hook of Fisher's Delight,
Horn of Blasting,
Silver Raven Figurine of Wondrous Power,
Helm of Telepathy,
Eyes of Minute Seeing,
Hat of Disguise,
Piwafwi,
Wand of Web,
Moon Sickle +1,
Frostwolf Armor (Smoldering Breastplate),
Quiver of Ehlonna,
Mithral Armor,
Gray Bag of Tricks,
Trident +2,
Professor Skant,
Alchemy Jug,
Vassavicken's Greataxe,
Chardalyn Ring of the Ram,
Bag of Holding,
Mantle of Spell Resistance,
Chardalyn Staff of Charming
Log Entries
Date Played | Adventure Title | Session | Levels | GP ▼ | Downtime | Magic Items | ||
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2024-09-20 20:12 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-09-20 19:00 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:/ Story:Quest: The Reghed Tribes |
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2024-07-05 21:17 | DDHC-RotF 01 Ten Towns - Cear Dineval: The Black Swords | 11 | 10 | Show | ||||
Teilnehmer: Info: Haben den Speaker befreit und die Cultisten ausgedünnt. Dabei haben wir den Sohn von der Wirtin gefunden die uns gefragt ob wir nach ihn sehen können. Loot: |
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2024-08-09 20:00 | DDHC-RotF 02 Icewind Dale | 15 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:Amulet of Health Story:Quest: The Black Cabin |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Potion of Resistance (Force) Story:Quest: The Spire of Netheril explored |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer: Info: Loot: Altar. The altar hangs 9 feet above the “floor” and merges seamlessly with the “ceiling” to which it’s attached. A detect magic spell or similar magic does not reveal the magical aura around the altar, which is protected by a permanent version of the Nystul’s magic aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. Gift of Mystryl |
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Reghed tribesfolk are mostly human, but some tribes, especially the Wolf Tribe, “adopt” compatible individuals of other races who might want to join them out of necessity or desire. The Hierarchy of a Tribe King/Queen/Chieftain – the leader of the tribe. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe Reghed nomads eke out a meagre existence on the desolate tundra of Icewind Dale, yet this is a life to which they are accustomed. Auril’s everlasting winter has made hunting and travel more challenging, to be sure, but the tribes are weathering these difficult times by rationing their food and letting nothing go to waste. If anything, the Frostmaiden’s cruelty has hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to prevail long after those feeble lights of civilization have been snuffed out. Food is critical, of course, and certain beasts of the tundra are staples among the Reghed tribes. Knucklehead trout and seals are often prepared for eating very near the scene of the kill, filleted or chopped and often eaten raw. Reindeer meat, on the other hand, must be cooked before consumption. Reindeer also provide the Reghed tribes with sinew, bone, and hide, all of which are used in the manufacture of weapons, clothing, and armour. Despite their determination, the Reghed tribes have declined over time. Lack of food – especially in the last year as the reindeer herds have depleted with less young being born – and tribal warfare with other Reghed nomads – usually over resources – have been major factors. But also battles with giants, yeti, orcs and even goblins have taken their toll. Some of the people of Ten-Towns are descended from the Reghed barbarians who settled in Caer-Konig and Bremen for a time. They abandoned their ancient traditions and self-sufficient lifestyle after they were decimated by the armies of Akar Kessell a hundred years ago. Many of their kin still roam the tundra, but Caer-Konig and Bremen in particular have significant populations of exceptionally tall men and women descended from the Reghed tribes. All tribe-folk are given names when born by their parents. Titles, however, are often used instead of names. Sometimes they are defined by an event that happened in a warrior’s life, or by a job or skill that the person excels at. Titles are often earned by committing an act worthy of a story, whether from bravery, stupidity, or comedy. Titles can change throughout a Tribe-folk’s life as different things happen to them or they develop/hone different skills. You’ll notice a few names are repeated – this is not uncommon, as Titles define people as much as names, so it’s fine to have a few Sigrids in one tribe as none will have the same Title. Some of these titles are self-explanatory, Bonebreaker, Gorehammer, Stronghide, Wolfs/Wyrm/Trollbane and Giantstrike would have been earned in combat. Mossfoot and The Neverseen have high stealth, Shadowsight is a crack shot, etc. A few obscure ones here are;
CairnsCairns are artificial landmarks made by piling up rocks, and are part of tribe life. Each tribe will make them as they make camp and they get left when they move on. Mostly rocks but also other things. They serve as a centrepiece of the campsite, which get added to with items as kills are made, or events happen. A ribbon dyed to represent a celebration, a carved tusk to show a birth. The longer a camp exists the bigger they are, and on rare occasions when mostly intact cairns are found they hold with them many memories.
The Remaining TribesUntil recently there were only four Reghed Tribes left in Icewind Dale – The Elk, Bear, Wolf, and Tiger tribes. Of these, the Elk tribe are the most prominent, with the Bear Tribe second in population. A new tribe has emerged – Tribe of the Yeti. These are made up of outcasts, the disenfranchised, the marginalised, those too violent for most tribes, led by a Reghed priestess of Auril named Careri. Tribe of the Bear The Tribe of the Bear inhabit the lands east and north east of Easthaven. This tribe have often been allied with whoever can offer them some kind of advantage. A decade ago they allied with the Ice WItch and were part of her army but were defeated when they attacked Ten Towns. They have not yet recovered from their losses. Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of black ice from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into black ice berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favour. The Bear Tribe have always been isolationists, and the current King is very much in favour of continuing this policy. They minimise contact with civilised folk, only trading begrudgingly for metal weapons and tools, and stealing them as a preference. The Bear Tribe also choose to be apart from other Reghed tribes, and are more likely than any other tribe to engage in inter-tribal conflict. The Elk Tribe Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar, hero of Ten-Towns, companion to Drizzt Do’Urden, and member of Companions of the Hall. The Elk Tribe inhabit the lands north east of Caer-Konig. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. The Tiger Tribe lives in the lands between the coast and Maer Dualdon. This tribe shuns the stronger Elk Tribe and preys on the more populous but currently weaker Bear Tribe as well as the Wolf tribe. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. Their Queen, Bjornhild Solvigsdottir, is a fervent worshipper of Auril. Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic members don’t think it will survive much longer under its current lack of leadership. The tribe lives in the lands between Dougan’s Hole and the Spine of the World. The tribe has been without a king or queen for years. The most powerful chieftain Isarr Kronenstrom, is known to be a worshipper of Malar and a sadistic brute. To swell its ranks, chieftains of the Wolf Tribe have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns, disenfranchised members of other Reghed tribes, and even goblinoids. In addition the Wolf Tribe is engaged in a civil war between two factions – those that support Isarr Kronenstrom, and those allied with Aluka, another chieftain who believes allying the tribes with a deity of brutality is a mistake. Tribe of the Yeti Careri, a Reghed priestess of Auril, collects malcontents from the Reghed tribes under the promise of power and untethered war against the Ten Towns. Her pledge to the Reghed is to, in the name of Auril – the true power in Icewind Dale – build a Tribe of the Yeti more prosperous and savage than the other tribes. Together, they shall rule and hunt in the snow covered ruins of the southlanders. Careri’s elite warriors wear yeti furs to strike fear into the hearts of their enemies. They fight with cruelty and hate and, if possible, leave no survivors. Rumours about the bloodthirsty tribe abound in the Ten Towns, spread by those few people who have witnessed an attack and survived, covered by the bodies of their fallen comrades. Tribe of the Seal The Reghed tribes of lcewind Dale are bound by an ancient taboo that prevents them from venturing out onto the Sea of Moving Ice, or “the floating land.” as they call it. Though shrouded in language of superstition, the edict is ultimately practical, for the risks of travelling on the ice far outweigh the potential rewards. The short-lived Tribe of the Seal, which emerged during the heyday of the tribes under Wulfgar’s leadership, violated that edict, and the people of the tribes often point to that transgression as an explanation for why the tribe did not survive. The few scattered hunter-gatherer humans who live in the Sea of Moving Ice are mostly remnants of that tribe. Charms and TokensEach tribesfolk child has an adult Reghed nomad assigned as a “guide”. The guide gives their child a small charm carved from bone or wood in the form of an animal, such as a seal or a polar bear. The charm has no supernatural of magical properties. Rather, it symbolises a trait associated with the animal the friend and the parents hope that the child will embody when he or she becomes an adult. The following are some typical charms and the traits they represent. Apart from a seal they never use an animal that is the totem of any of the Reghed tribes. Dog – Loyalty The child keeps his charm pinned inside of his sleeve or clipped to his belt at all times. As the child grows up, the friend who gave him the charm teaches him special songs associated with the animal and offers behavioural guidance associated with the represented trait. For instance, if the child received a seal charm, the friend shows the child how seals alternate periods of hunting with periods of play, demonstrating that both work and recreation are vital to a balanced life. A child with a fox charm is taken into the wilderness and shown how a fox waits quietly for hours on end for its prey to appear, demonstrating the benefits of patience. |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-07-19 21:16 | DDHC-RotF 01 Ten Towns | 13 | 10 | Show | ||||
Teilnehmer: Info: Loot: Cauldron of Plenty This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. |
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2024-07-12 19:00 | DDHC-RotF 01 Ten-Towns | 12 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 Loot:Avarice's Spellbook Story:Quest: Black Swords |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Lantern of Tracking (Elementals) | Show | |||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: Auf der Reise von Bryn Shander nach Targos war es recht ereignislos doch alls sie die Stadt betraten ergab sich ohnen ein Schrecklicher anblick. Ein Mann war in der mitte des großen Platzes völlig nackt an einen Pfal gebunden und mit Eiswasser überschüttet. Uns wurde erklärt das dieser in er loterie gewonnen hatte. Skalli wusste das dies ein Auril Opfer war doch die anderen fragten die leute die darum standen und flüsstern. Diese erklärten das der Naerth Maxildanarr der Sprächer von Targos hat vorgeschlagen Opfer an Auril zu bringen nachdem. Vurnis Frostdruidin (Die Skallis Clan vesucht hat davon zu überzeugen Opfer an die Frostmaid zu bringen, doch die Clanführerin hat es abgelehnt) die mit einen Weiteren Druiden in die Stadt kam. Loot: Lantern of Tracking (Elementals) This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. |
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2024-08-09 20:24 | DDHC-RotF 02 Icewind Dale - Black Cabin | 15 | 10 | Amulet of Health | Show | |||
Teilnehmer: Info: Loot: Amulet of Health The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: Loot: Charm of Biting Cold This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 1 | 10 | Show | |||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Story:The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 1 | 10 | Show | |||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-29 00:33 | Trade Log | -5 | Psi Crystal > Amarok´s Favor (Insignia of Claws) | Show Trade Log | ||||
Tradet with Yūgure https://www.adventurersleaguelog.com/users/36450/characters/107547/trade_log_entries/1126820 |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Spell Scroll: Knock Story:Fated Ally: Oyaminartok and her werebear goliaths |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2024-09-20 20:12 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-09-20 19:00 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:/ Story:Quest: The Reghed Tribes |
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2024-07-05 21:17 | DDHC-RotF 01 Ten Towns - Cear Dineval: The Black Swords | 11 | 10 | Show | ||||
Teilnehmer: Info: Haben den Speaker befreit und die Cultisten ausgedünnt. Dabei haben wir den Sohn von der Wirtin gefunden die uns gefragt ob wir nach ihn sehen können. Loot: |
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2024-08-09 20:00 | DDHC-RotF 02 Icewind Dale | 15 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:Amulet of Health Story:Quest: The Black Cabin |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Potion of Resistance (Force) Story:Quest: The Spire of Netheril explored |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer: Info: Loot: Altar. The altar hangs 9 feet above the “floor” and merges seamlessly with the “ceiling” to which it’s attached. A detect magic spell or similar magic does not reveal the magical aura around the altar, which is protected by a permanent version of the Nystul’s magic aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. Gift of Mystryl |
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Reghed tribesfolk are mostly human, but some tribes, especially the Wolf Tribe, “adopt” compatible individuals of other races who might want to join them out of necessity or desire. The Hierarchy of a Tribe King/Queen/Chieftain – the leader of the tribe. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe Reghed nomads eke out a meagre existence on the desolate tundra of Icewind Dale, yet this is a life to which they are accustomed. Auril’s everlasting winter has made hunting and travel more challenging, to be sure, but the tribes are weathering these difficult times by rationing their food and letting nothing go to waste. If anything, the Frostmaiden’s cruelty has hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to prevail long after those feeble lights of civilization have been snuffed out. Food is critical, of course, and certain beasts of the tundra are staples among the Reghed tribes. Knucklehead trout and seals are often prepared for eating very near the scene of the kill, filleted or chopped and often eaten raw. Reindeer meat, on the other hand, must be cooked before consumption. Reindeer also provide the Reghed tribes with sinew, bone, and hide, all of which are used in the manufacture of weapons, clothing, and armour. Despite their determination, the Reghed tribes have declined over time. Lack of food – especially in the last year as the reindeer herds have depleted with less young being born – and tribal warfare with other Reghed nomads – usually over resources – have been major factors. But also battles with giants, yeti, orcs and even goblins have taken their toll. Some of the people of Ten-Towns are descended from the Reghed barbarians who settled in Caer-Konig and Bremen for a time. They abandoned their ancient traditions and self-sufficient lifestyle after they were decimated by the armies of Akar Kessell a hundred years ago. Many of their kin still roam the tundra, but Caer-Konig and Bremen in particular have significant populations of exceptionally tall men and women descended from the Reghed tribes. All tribe-folk are given names when born by their parents. Titles, however, are often used instead of names. Sometimes they are defined by an event that happened in a warrior’s life, or by a job or skill that the person excels at. Titles are often earned by committing an act worthy of a story, whether from bravery, stupidity, or comedy. Titles can change throughout a Tribe-folk’s life as different things happen to them or they develop/hone different skills. You’ll notice a few names are repeated – this is not uncommon, as Titles define people as much as names, so it’s fine to have a few Sigrids in one tribe as none will have the same Title. Some of these titles are self-explanatory, Bonebreaker, Gorehammer, Stronghide, Wolfs/Wyrm/Trollbane and Giantstrike would have been earned in combat. Mossfoot and The Neverseen have high stealth, Shadowsight is a crack shot, etc. A few obscure ones here are;
CairnsCairns are artificial landmarks made by piling up rocks, and are part of tribe life. Each tribe will make them as they make camp and they get left when they move on. Mostly rocks but also other things. They serve as a centrepiece of the campsite, which get added to with items as kills are made, or events happen. A ribbon dyed to represent a celebration, a carved tusk to show a birth. The longer a camp exists the bigger they are, and on rare occasions when mostly intact cairns are found they hold with them many memories.
The Remaining TribesUntil recently there were only four Reghed Tribes left in Icewind Dale – The Elk, Bear, Wolf, and Tiger tribes. Of these, the Elk tribe are the most prominent, with the Bear Tribe second in population. A new tribe has emerged – Tribe of the Yeti. These are made up of outcasts, the disenfranchised, the marginalised, those too violent for most tribes, led by a Reghed priestess of Auril named Careri. Tribe of the Bear The Tribe of the Bear inhabit the lands east and north east of Easthaven. This tribe have often been allied with whoever can offer them some kind of advantage. A decade ago they allied with the Ice WItch and were part of her army but were defeated when they attacked Ten Towns. They have not yet recovered from their losses. Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of black ice from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into black ice berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favour. The Bear Tribe have always been isolationists, and the current King is very much in favour of continuing this policy. They minimise contact with civilised folk, only trading begrudgingly for metal weapons and tools, and stealing them as a preference. The Bear Tribe also choose to be apart from other Reghed tribes, and are more likely than any other tribe to engage in inter-tribal conflict. The Elk Tribe Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar, hero of Ten-Towns, companion to Drizzt Do’Urden, and member of Companions of the Hall. The Elk Tribe inhabit the lands north east of Caer-Konig. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. The Tiger Tribe lives in the lands between the coast and Maer Dualdon. This tribe shuns the stronger Elk Tribe and preys on the more populous but currently weaker Bear Tribe as well as the Wolf tribe. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. Their Queen, Bjornhild Solvigsdottir, is a fervent worshipper of Auril. Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic members don’t think it will survive much longer under its current lack of leadership. The tribe lives in the lands between Dougan’s Hole and the Spine of the World. The tribe has been without a king or queen for years. The most powerful chieftain Isarr Kronenstrom, is known to be a worshipper of Malar and a sadistic brute. To swell its ranks, chieftains of the Wolf Tribe have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns, disenfranchised members of other Reghed tribes, and even goblinoids. In addition the Wolf Tribe is engaged in a civil war between two factions – those that support Isarr Kronenstrom, and those allied with Aluka, another chieftain who believes allying the tribes with a deity of brutality is a mistake. Tribe of the Yeti Careri, a Reghed priestess of Auril, collects malcontents from the Reghed tribes under the promise of power and untethered war against the Ten Towns. Her pledge to the Reghed is to, in the name of Auril – the true power in Icewind Dale – build a Tribe of the Yeti more prosperous and savage than the other tribes. Together, they shall rule and hunt in the snow covered ruins of the southlanders. Careri’s elite warriors wear yeti furs to strike fear into the hearts of their enemies. They fight with cruelty and hate and, if possible, leave no survivors. Rumours about the bloodthirsty tribe abound in the Ten Towns, spread by those few people who have witnessed an attack and survived, covered by the bodies of their fallen comrades. Tribe of the Seal The Reghed tribes of lcewind Dale are bound by an ancient taboo that prevents them from venturing out onto the Sea of Moving Ice, or “the floating land.” as they call it. Though shrouded in language of superstition, the edict is ultimately practical, for the risks of travelling on the ice far outweigh the potential rewards. The short-lived Tribe of the Seal, which emerged during the heyday of the tribes under Wulfgar’s leadership, violated that edict, and the people of the tribes often point to that transgression as an explanation for why the tribe did not survive. The few scattered hunter-gatherer humans who live in the Sea of Moving Ice are mostly remnants of that tribe. Charms and TokensEach tribesfolk child has an adult Reghed nomad assigned as a “guide”. The guide gives their child a small charm carved from bone or wood in the form of an animal, such as a seal or a polar bear. The charm has no supernatural of magical properties. Rather, it symbolises a trait associated with the animal the friend and the parents hope that the child will embody when he or she becomes an adult. The following are some typical charms and the traits they represent. Apart from a seal they never use an animal that is the totem of any of the Reghed tribes. Dog – Loyalty The child keeps his charm pinned inside of his sleeve or clipped to his belt at all times. As the child grows up, the friend who gave him the charm teaches him special songs associated with the animal and offers behavioural guidance associated with the represented trait. For instance, if the child received a seal charm, the friend shows the child how seals alternate periods of hunting with periods of play, demonstrating that both work and recreation are vital to a balanced life. A child with a fox charm is taken into the wilderness and shown how a fox waits quietly for hours on end for its prey to appear, demonstrating the benefits of patience. |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-07-19 21:16 | DDHC-RotF 01 Ten Towns | 13 | 10 | Show | ||||
Teilnehmer: Info: Loot: Cauldron of Plenty This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. |
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2024-07-12 19:00 | DDHC-RotF 01 Ten-Towns | 12 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 Loot:Avarice's Spellbook Story:Quest: Black Swords |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Show | ||||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: Auf der Reise von Bryn Shander nach Targos war es recht ereignislos doch alls sie die Stadt betraten ergab sich ohnen ein Schrecklicher anblick. Ein Mann war in der mitte des großen Platzes völlig nackt an einen Pfal gebunden und mit Eiswasser überschüttet. Uns wurde erklärt das dieser in er loterie gewonnen hatte. Skalli wusste das dies ein Auril Opfer war doch die anderen fragten die leute die darum standen und flüsstern. Diese erklärten das der Naerth Maxildanarr der Sprächer von Targos hat vorgeschlagen Opfer an Auril zu bringen nachdem. Vurnis Frostdruidin (Die Skallis Clan vesucht hat davon zu überzeugen Opfer an die Frostmaid zu bringen, doch die Clanführerin hat es abgelehnt) die mit einen Weiteren Druiden in die Stadt kam. Loot: Lantern of Tracking (Elementals) This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. |
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2024-08-09 20:24 | DDHC-RotF 02 Icewind Dale - Black Cabin | 15 | 10 | Show | ||||
Teilnehmer: Info: Loot: Amulet of Health The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: Loot: Charm of Biting Cold This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 10 | Show | ||||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Story:The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-29 00:33 | Trade Log | -5 | Show Trade Log | |||||
Tradet with Yūgure https://www.adventurersleaguelog.com/users/36450/characters/107547/trade_log_entries/1126820 |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Spell Scroll: Knock Story:Fated Ally: Oyaminartok and her werebear goliaths |
Date Played | Adventure Title | Session | XP | GP ▼ | Downtime | Renown | Magic Items | |
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2024-09-20 20:12 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-09-20 19:00 | DDHC-RotF 02 Icewind Dale | 18 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:/ Story:Quest: The Reghed Tribes |
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2024-07-05 21:17 | DDHC-RotF 01 Ten Towns - Cear Dineval: The Black Swords | 11 | 10 | Show | ||||
Teilnehmer: Info: Haben den Speaker befreit und die Cultisten ausgedünnt. Dabei haben wir den Sohn von der Wirtin gefunden die uns gefragt ob wir nach ihn sehen können. Loot: |
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2024-08-09 20:00 | DDHC-RotF 02 Icewind Dale | 15 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:Amulet of Health Story:Quest: The Black Cabin |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Potion of Resistance (Force) Story:Quest: The Spire of Netheril explored |
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2024-09-06 20:00 | DDHC-RotF 02 Icewind Dale | 17 | 10 | Show | ||||
Teilnehmer: Info: Loot: Altar. The altar hangs 9 feet above the “floor” and merges seamlessly with the “ceiling” to which it’s attached. A detect magic spell or similar magic does not reveal the magical aura around the altar, which is protected by a permanent version of the Nystul’s magic aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. Gift of Mystryl |
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2024-02-22 16:50 | Reghedmen, Skalli´s Volk | Show | ||||||
Reghed TribesfolkReghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Reghed tribesfolk are mostly human, but some tribes, especially the Wolf Tribe, “adopt” compatible individuals of other races who might want to join them out of necessity or desire. The Hierarchy of a Tribe King/Queen/Chieftain – the leader of the tribe. A tribe will have many dogs as sled dogs and guard dogs. Outlook on LifeThe Reghed nomads eke out a meagre existence on the desolate tundra of Icewind Dale, yet this is a life to which they are accustomed. Auril’s everlasting winter has made hunting and travel more challenging, to be sure, but the tribes are weathering these difficult times by rationing their food and letting nothing go to waste. If anything, the Frostmaiden’s cruelty has hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to prevail long after those feeble lights of civilization have been snuffed out. Food is critical, of course, and certain beasts of the tundra are staples among the Reghed tribes. Knucklehead trout and seals are often prepared for eating very near the scene of the kill, filleted or chopped and often eaten raw. Reindeer meat, on the other hand, must be cooked before consumption. Reindeer also provide the Reghed tribes with sinew, bone, and hide, all of which are used in the manufacture of weapons, clothing, and armour. Despite their determination, the Reghed tribes have declined over time. Lack of food – especially in the last year as the reindeer herds have depleted with less young being born – and tribal warfare with other Reghed nomads – usually over resources – have been major factors. But also battles with giants, yeti, orcs and even goblins have taken their toll. Some of the people of Ten-Towns are descended from the Reghed barbarians who settled in Caer-Konig and Bremen for a time. They abandoned their ancient traditions and self-sufficient lifestyle after they were decimated by the armies of Akar Kessell a hundred years ago. Many of their kin still roam the tundra, but Caer-Konig and Bremen in particular have significant populations of exceptionally tall men and women descended from the Reghed tribes. All tribe-folk are given names when born by their parents. Titles, however, are often used instead of names. Sometimes they are defined by an event that happened in a warrior’s life, or by a job or skill that the person excels at. Titles are often earned by committing an act worthy of a story, whether from bravery, stupidity, or comedy. Titles can change throughout a Tribe-folk’s life as different things happen to them or they develop/hone different skills. You’ll notice a few names are repeated – this is not uncommon, as Titles define people as much as names, so it’s fine to have a few Sigrids in one tribe as none will have the same Title. Some of these titles are self-explanatory, Bonebreaker, Gorehammer, Stronghide, Wolfs/Wyrm/Trollbane and Giantstrike would have been earned in combat. Mossfoot and The Neverseen have high stealth, Shadowsight is a crack shot, etc. A few obscure ones here are;
CairnsCairns are artificial landmarks made by piling up rocks, and are part of tribe life. Each tribe will make them as they make camp and they get left when they move on. Mostly rocks but also other things. They serve as a centrepiece of the campsite, which get added to with items as kills are made, or events happen. A ribbon dyed to represent a celebration, a carved tusk to show a birth. The longer a camp exists the bigger they are, and on rare occasions when mostly intact cairns are found they hold with them many memories.
The Remaining TribesUntil recently there were only four Reghed Tribes left in Icewind Dale – The Elk, Bear, Wolf, and Tiger tribes. Of these, the Elk tribe are the most prominent, with the Bear Tribe second in population. A new tribe has emerged – Tribe of the Yeti. These are made up of outcasts, the disenfranchised, the marginalised, those too violent for most tribes, led by a Reghed priestess of Auril named Careri. Tribe of the Bear The Tribe of the Bear inhabit the lands east and north east of Easthaven. This tribe have often been allied with whoever can offer them some kind of advantage. A decade ago they allied with the Ice WItch and were part of her army but were defeated when they attacked Ten Towns. They have not yet recovered from their losses. Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of black ice from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into black ice berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favour. The Bear Tribe have always been isolationists, and the current King is very much in favour of continuing this policy. They minimise contact with civilised folk, only trading begrudgingly for metal weapons and tools, and stealing them as a preference. The Bear Tribe also choose to be apart from other Reghed tribes, and are more likely than any other tribe to engage in inter-tribal conflict. The Elk Tribe Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar, hero of Ten-Towns, companion to Drizzt Do’Urden, and member of Companions of the Hall. The Elk Tribe inhabit the lands north east of Caer-Konig. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. The Tiger Tribe lives in the lands between the coast and Maer Dualdon. This tribe shuns the stronger Elk Tribe and preys on the more populous but currently weaker Bear Tribe as well as the Wolf tribe. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. Their Queen, Bjornhild Solvigsdottir, is a fervent worshipper of Auril. Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic members don’t think it will survive much longer under its current lack of leadership. The tribe lives in the lands between Dougan’s Hole and the Spine of the World. The tribe has been without a king or queen for years. The most powerful chieftain Isarr Kronenstrom, is known to be a worshipper of Malar and a sadistic brute. To swell its ranks, chieftains of the Wolf Tribe have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns, disenfranchised members of other Reghed tribes, and even goblinoids. In addition the Wolf Tribe is engaged in a civil war between two factions – those that support Isarr Kronenstrom, and those allied with Aluka, another chieftain who believes allying the tribes with a deity of brutality is a mistake. Tribe of the Yeti Careri, a Reghed priestess of Auril, collects malcontents from the Reghed tribes under the promise of power and untethered war against the Ten Towns. Her pledge to the Reghed is to, in the name of Auril – the true power in Icewind Dale – build a Tribe of the Yeti more prosperous and savage than the other tribes. Together, they shall rule and hunt in the snow covered ruins of the southlanders. Careri’s elite warriors wear yeti furs to strike fear into the hearts of their enemies. They fight with cruelty and hate and, if possible, leave no survivors. Rumours about the bloodthirsty tribe abound in the Ten Towns, spread by those few people who have witnessed an attack and survived, covered by the bodies of their fallen comrades. Tribe of the Seal The Reghed tribes of lcewind Dale are bound by an ancient taboo that prevents them from venturing out onto the Sea of Moving Ice, or “the floating land.” as they call it. Though shrouded in language of superstition, the edict is ultimately practical, for the risks of travelling on the ice far outweigh the potential rewards. The short-lived Tribe of the Seal, which emerged during the heyday of the tribes under Wulfgar’s leadership, violated that edict, and the people of the tribes often point to that transgression as an explanation for why the tribe did not survive. The few scattered hunter-gatherer humans who live in the Sea of Moving Ice are mostly remnants of that tribe. Charms and TokensEach tribesfolk child has an adult Reghed nomad assigned as a “guide”. The guide gives their child a small charm carved from bone or wood in the form of an animal, such as a seal or a polar bear. The charm has no supernatural of magical properties. Rather, it symbolises a trait associated with the animal the friend and the parents hope that the child will embody when he or she becomes an adult. The following are some typical charms and the traits they represent. Apart from a seal they never use an animal that is the totem of any of the Reghed tribes. Dog – Loyalty The child keeps his charm pinned inside of his sleeve or clipped to his belt at all times. As the child grows up, the friend who gave him the charm teaches him special songs associated with the animal and offers behavioural guidance associated with the represented trait. For instance, if the child received a seal charm, the friend shows the child how seals alternate periods of hunting with periods of play, demonstrating that both work and recreation are vital to a balanced life. A child with a fox charm is taken into the wilderness and shown how a fox waits quietly for hours on end for its prey to appear, demonstrating the benefits of patience. |
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2024-04-26 21:00 | DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster | 4 | 10 | Show | ||||
Teilnehmer: Info: (noch eine Nacht entspannen, Infos Sammeln, was trinken -> bei Trance Water Vehicles besorgen -> am nächsten Morgen ab auf den See mit dem Boot) Loot: |
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2024-07-19 21:16 | DDHC-RotF 01 Ten Towns | 13 | 10 | Show | ||||
Teilnehmer: Info: Loot: Cauldron of Plenty This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. |
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2024-07-12 19:00 | DDHC-RotF 01 Ten-Towns | 12 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2 Loot:Avarice's Spellbook Story:Quest: Black Swords |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns - Bryn Shander | 2 | 10 | Lantern of Tracking (Elementals) | Show | |||
Teilnehmer: Info: Vellynn Search: Dannika´s Chwinga Research: Auf der Reise von Bryn Shander nach Targos war es recht ereignislos doch alls sie die Stadt betraten ergab sich ohnen ein Schrecklicher anblick. Ein Mann war in der mitte des großen Platzes völlig nackt an einen Pfal gebunden und mit Eiswasser überschüttet. Uns wurde erklärt das dieser in er loterie gewonnen hatte. Skalli wusste das dies ein Auril Opfer war doch die anderen fragten die leute die darum standen und flüsstern. Diese erklärten das der Naerth Maxildanarr der Sprächer von Targos hat vorgeschlagen Opfer an Auril zu bringen nachdem. Vurnis Frostdruidin (Die Skallis Clan vesucht hat davon zu überzeugen Opfer an die Frostmaid zu bringen, doch die Clanführerin hat es abgelehnt) die mit einen Weiteren Druiden in die Stadt kam. Loot: Lantern of Tracking (Elementals) This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. |
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2024-08-09 20:24 | DDHC-RotF 02 Icewind Dale - Black Cabin | 15 | 10 | Amulet of Health | Show | |||
Teilnehmer: Info: Loot: Amulet of Health The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. Blessing of the Morninglord. You gain 10 temporary hit points each day at dawn. |
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2024-03-22 20:00 | DDHC-RotF-01 Ten-Towns | 2 | 10 | Show | ||||
Teilnehmer:(2) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 2 Loot:Lantern of Tracking (Elementals) Story:The Party has made their way through Targos and arrived at the Mining Town of Termalaine. |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer: Info: Loot: |
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2024-05-24 21:15 | DDHC-RotF-01 Ten-Towns - Lonlywood | 7 | 10 | Show | ||||
Teilnehmer: Info: Loot: Charm of Biting Cold This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. |
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2024-06-07 21:00 | DDHC-RotF-01 Ten-Towns - Lonlywood | 8 | 10 | Show | ||||
Teilnehmer: Info: Loot: +1 Lvl Druid |
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2024-05-17 20:00 | DDHC-RotF 01 Ten Towns | 7 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 3 Story:The party has traveled to Lonleywood and spoken with Speaker Nimsey Huddle, who has opened her heated attic to visitors looking for a place to crash for the night, ever since the local inn closed its doors. |
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2024-06-07 21:00 | DDHC-RotF 01 Ten Towns | 8 | 10 | Show | ||||
Teilnehmer:(3) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1 Story:The party has braved the Lonelywood and vanquished a Banshee, the spectral remnant of a female elf warrior who was banished from her ancestral tombs for a selfish, evil act. After a short rest under the cover of trees, they've chatted with an awakened fox and hare about Ravisins, the druid who keeps awakening beasts to terrorize the townsfolk and learned to location of the Elven Tomb. The party has reached 4th Level! |
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2024-06-29 00:33 | Trade Log | -5 | Psi Crystal > Amarok´s Favor (Insignia of Claws) | Show Trade Log | ||||
Tradet with Yūgure https://www.adventurersleaguelog.com/users/36450/characters/107547/trade_log_entries/1126820 |
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2024-08-30 21:00 | DDHC-RotF 02 Icewind Dale | 16 | 10 | Show | ||||
Teilnehmer:(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none Loot:1x Spell Scroll: Knock Story:Fated Ally: Oyaminartok and her werebear goliaths |