Lerra Bravewalker
Oyang’s Kettle (Decanter of Endless Water),
Moon-Touched Sword,
Pearl of Power,
Boots of False Tracks,
Unbreakable Arrow,
Smoldering Armor,
Immovable Rod,
Lantern of Revealing,
Cloak of Protection,
Ilmater’s Bleeding Heart (Periapt of Wound Closure),
Goggles Of Night,
Quiver of Ehlonna,
Glaive of Warning,
Sending Stones,
Robe of Useful Items,
Glaive +1,
Chardalyn Breastplate (Armor of Necrotic Resistance),
Wand of Pyrotechnics
Log Entries
| Date Played | Adventure Title | Session ▲ | Levels | GP | Downtime | Magic Items | ||
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| 2022-03-25 22:00 | CCC-GHC-BK1-01 Into the Border Kingdoms | 1 | 50 | 10 | Quiver of Ehlonna, Moon-Touched Sword | Show | ||
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Teilnehmer Quiver of Ehlonna Moon-Touched Sword |
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| 2022-11-22 18:19 | DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws | 1 | 53 | 10 | Sentinel Shield | Show | ||
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Teilnehmer: Loot: 53 gp Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. 1x Potion of Greater Healing verbraucht Kontakt: Wren - Die Villa der Harper in Waterdeep |
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| 2022-03-17 22:53 | CCC-GHC-BK1-09 Scavengers | 1 | 1 | 35 | 10 | Bag of Tricks (Gray) | Show | |
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Teilnehmer A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. d8 Creature: . |
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| 2022-03-26 21:30 | CCC-THENT01-01 Beneath The Surface | 1 | 71.16 | 10 | Pearl of Power | Show | ||
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Teilnehmer
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn. Potion of Healing When you drink this potion, you regain 2d4 + 2 hit points. |
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| 2022-12-18 19:01 | DDEP10-01 Terror in Ten Towns | 1 | 240 | 10 | Show | |||
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Teilnehmer: As a beastly army approaches Ten-Towns from the south, heroes take the lead in fortifications and defense. But can the heroes’ optimistic hard work With a stunning view of Kelvin’s Cairn in the distance, Caer-Konig is situated on a slope lowering to Lac Dinneshere, with terraces giving the town a distinctive appearance. Its defensive fortifications have long since crumbled, with the remains of old Fort Konig a reminder of better days past. Caer-Konig has fallen into trouble of late. The frozen ice has damaged their docks, making it hard to import supplies and export their profitable dwarven ale. Contact person: Speaker Trovus (TROE-vus) Core Tasks for Caer-Konig Building Fortifications Gathering Provisions Equipping and Training Defenders Boni Gained: Loot: 240gp |
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| 2022-03-27 19:02 | DDAL10-00 Ice Road Tracker | 1 | 1 | 20 | -4 | Boots of False Tracks, Unbreakable Arrow, Smoldering Armor | Show | |
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Teilnehmer (2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none 2x Potion of Healing verbraucht Unbreakable Arrow Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Boots of False Tracks These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136 Smoldering Armor This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Xanathar’s Guide to Everything, p. 139 Hiatea was the giant goddess of nature, agriculture, hunting, females, and children. Her symbol was a flaming spear. ErwachenEin Flammender Spear erschien als Lerra auf ihren Weg, der sie auf ein dunkles Tor zuführte und als sie versuchte es zu durchschreiten hielt er sie auf. Nachdem Lerra Icewind Dale verlassen hatte war sie einige Zeit nicht mehr zuhause. Doch irgendwann musste sie zurückkommen und stieß auf einen abgekapselten Zweig des Wolfsklans der Reghed Barbaren. Dieser Teil war anders als die die sie vertieben hatten sodass sie sich mit ihnen während eines Auftrags anfreundete. Die Anführerin des Tribes Shaktal gab ihr einen Pfeil der sie als Freundin anderen Reghed Barbaren markt. Ab und an besucht sie den Tribe, um sich neu auf den Stand der Dinge bringen zu lassen. |
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| 2022-03-19 19:20 | CCC-ARCANA 01 The Phantom Pursuit | 1 | 72.4 | 10 | Immovable Rod | Show | ||
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Teilnehmer Caravan Guard Potion of Healing Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2023-09-09 20:00 | DDAL10-02 Gnashing Teeth | 1 | 125 | 10 | Sending Stones | Show | ||
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Teilnehmer: Infos: Old Goat - Älteste Loot: 125 gp Sending Stones These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| 2023-09-12 19:36 | DDAL10-03 Divining Evil | 1 | 150 | 10 | Show | |||
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Teilnehmer: Info: Loot: 150gp Story Award: Chardalyn Arrowhead Der Charakter, der die Pfeilspitze des Chardalyns findet, erhält diese Auszeichnung. Ein Charakter mit dieser Auszeichnung wird vorschnell in seinen Entscheidungen und reizbarer - dies wird als Schwäche auf seinem Charakterbogen vermerkt. Außerdem stellt er fest, dass die handgeschnitzte Pfeilspitze die ungewöhnliche Eigenschaft hat, sich leicht in Richtung der Berge im Südosten zu ziehen - fast so, wie ein Magnetstein sich zu Eisen zieht. Der Clan ist so zufrieden mit der Aufklärung der Morde und dem Sieg über die Remorhaz, dass der Schmied des Clans, Wayani Highhunter, anbietet, das von den Remorhaz geborgene Material in Waffen oder Rüstungen zu verarbeiten, die die Charaktere besitzen (obwohl auf diese Weise modifizierte Metallrüstungen immer noch aus Metall bestehen). Beispiele hierfür finden sich in den Tabellen Wer hat sie erschaffen oder wer sollte sie benutzen? in Kapitel 7 des Kerkermeisterhandbuchs. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. Boots of Striding and Springing The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| 2023-10-26 20:49 | DDAL 10-04 Cold Benevolence | 1 | 1 | 125 | 10 | Robe of Useful Items, Glaive +1 | Show | |
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Teilnehmer: Info: Drinking Song In a tavern out in Ten-Towns, Now, Doddie had some big paws. Dig it up, dig it up, dig it up, Doddie! When the fisher left the tavern, Dig it up, dig it up, dig it up, Doddie! The fishing will not last. Well, a blizzard came a-blowing, Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate. Loot: 125gp Robe of Useful Items This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: 10-foot pole In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly: 2x 2 mastiff 1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette. Story Award: Charm of Singing Gir Story Award: Charm of Lor the Timid Story Award: Charm of Sappa Ever-Watching +1 lvl 5 Runenknight Glaive +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2022-03-31 19:30 | CCC-ARCON01-01 Forest Song | 1 | 39.5 | 10 | Immovable Rod | Show | ||
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Teilnehmer (4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none Creature Information ihren Sohn Niar (männlicher Mensch) hat zwei Hauswagen für seine Gauklertruppe Olos (männlicher Mensch), der Barde hat einen Hauswagen ihrer Tochter Silla (weiblicher Mensch) |
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| 2023-11-23 19:12 | DDAL10-05 A Blight in the Darkness | 1 | 1 | 1000 | 10 | Chardalyn Breastplate (Armor of Necrotic Resistance), Wand of Pyrotechnics | Show | |
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Teilnehmer: Loot: 1000 gp Wand of Pyrotechnics This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Chardalyn Breastplate (Armor of Necrotic Resistance) This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
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| 2022-11-21 19:00 | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | 1 | 80 | 10 | Ilmater’s Bleeding Heart (Periapt of Wound Closure) | Show | ||
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Teilnehmer: Cutter Jack versteckt sich in Broke Pick, einem alten Fort ausserhalb von Anglar, etwas 1,5 Tagesmärsche von Irl. An der letzten Brücke vor Anglar, den Bach durch den Wald flussaufwärts kurz folgen, danach immer bergauf zur Kuppe des Hügel. In der Mitte der Lichtung ist die Ruine von Broke Pick. Loot: 80 gp Ilmater’s Bleeding Heart (Periapt of Wound Closure) |
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| 2022-03-20 13:43 | CCC-ARCANA 02 Seclusion | 1 | 33.6 | 10 | Oyang’s Kettle (Decanter of Endless Water) | Show | ||
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Teilnehmer One more job Powerful Seers Spell scroll of Healing Spirit On one side of this scroll, you will find what appears to be a mixture of reminders and other notes written in elegant but shaky script. A bulk of the writing seems to be either a shopping list or a list of ingredients. This spell scroll appears to have been used as scratch paper. A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Potion of Poison Resistance When you drink this potion, you gain resistance to poison damage for 1 hour. Oyang’s Kettle (Decanter of Endless Water) This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. |
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| 2022-04-03 18:21 | CCC-THENT01-03 The Dreaming Relic T1 | 1 | 78.57 | 10 | Instrument of the Bards: Macfuirmidh Cittern | Show | ||
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Teilnehmer INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN Wondrous item, uncommon (requires attunement) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil. Loot: Story Award KNOWLEDGE OF THE VAULT |
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| 2022-03-31 22:55 | CCC-ARCON01-02 A Whale of a Tale | 2 | 90 | 10 | Lantern of Revealing | Show | ||
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Teilnehmer The Reference Guide to the Libraries of the Moonsea Lantern of Revealing While lit, this 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. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-01-31 13:19 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
Lerra BravewalkerSize: 225 cm (Medium) – Towering yet graceful, Lerra moves with a quiet, predatory elegance rather than brute force. Weight: 82 kg – Despite her height, her build remains lean and athletic, her strength forged through hardship, wandering, and the mingling of frost, flame, and divine touch. Eyes: Grey – Usually calm and distant, they glow like embers when her fiery blood awakens, or shimmer with cold light when her frostbound power rises in frozen lands. Hair: White – Falling like pale snow around her shoulders, it takes on warm copper highlights when fire stirs within her, and icy blue hues when her power resonates with cold regions. Skin: Greyish – Ash-toned and marked by faint runic scars, her skin reflects her dormant state as cold stone, blazing subtly with inner heat when flame is active, or shimmering with frost in Icewind Dale. Costomizing your Origin: Fighter (PHB) Lost Childe of Wyrmdoom Crag (Reghed Tribe Member) Fighter Starting Equipment: BiographyLerra Bravewalker Long before Lerra Bravewalker ever drew breath beneath the cold skies of Icewind Dale, before wolves howled her name into the storm and steel learned the shape of her hands, fire walked among stone. It happened in the high places of Wyrmdoom Crag. The peaks there rose like broken teeth against the sky, ancient and defiant, their roots buried deep in the bones of the world. Storms gathered around those mountains as if drawn by their presence, and avalanches thundered down their slopes like the voices of slumbering giants. Goliath clans had lived among those heights for countless generations, carving their homes into rock and ice, honoring strength, endurance, and the quiet wisdom of survival. It was there that a Fire Giant came. He did not arrive as a conqueror. He came as a smith. His name, long lost to mortal tongues, was once spoken with reverence among his own kind. He had turned away from the endless wars of the fire giant holds, leaving behind volcanic fortresses and rivers of molten iron. He carried with him only his hammer, his anvil, and the knowledge of flame shaped by centuries. The Goliaths of Wyrmdoom Crag were wary at first. Fire Giants were creatures of destruction in most stories—bringers of ruin, tyrants who bent lesser folk beneath their boots. Yet this one asked for neither tribute nor submission. He offered craft. He taught them how to temper steel with patience instead of fury. How to read the color of heated metal like a language. How to listen to stone when carving foundations, and how to coax strength from ore rather than tear it free. For a time, fire and frost coexisted. Some of the Goliaths learned from him. Some shared meals. Some shared stories beneath the stars. And in that brief, fragile peace, bonds formed that would echo far beyond that single generation. Children were born. Most carried only faint traces of that union—slightly warmer skin, a resilience to heat, an unusual affinity for metalwork. Over time, even those signs faded, diluted by centuries of frost giant and stone giant blood. But echoes lingered. Sometimes, fire waits. Chapter One – Born of Stone, Lost to Ice Lerra was born beneath a sky heavy with snow. Her first cry was swallowed by the wind. She entered the world in a high mountain shelter carved into the living rock of Wyrmdoom Crag, surrounded by the rough warmth of clan and kin. Her mother wrapped her in thick furs while her father stood watch at the entrance, spear in hand, eyes scanning the horizon for threats that might dare approach. They named her Lerra. It was a strong name. A walker’s name. A name meant for paths not yet taken. Her parents belonged to one of the smaller Goliath clans of the Crag—resilient, close-knit, known more for craftsmanship and scouting than brute force. They traced their ancestry through frost and stone giants, like most of their people, but somewhere far back in their lineage lay that forgotten fire. It was dormant. Lerra’s infancy showed nothing unusual beyond the hardy constitution common to Goliath children. She slept through storms. She cried only when hungry. Her skin was pale even by Goliath standards, almost gray in certain light, and her eyes held a strange silvery sheen that elders sometimes remarked upon with quiet curiosity. Then came the raid. No warning horns sounded. No scouts returned with urgent news. The attack came at dawn, when fatigue still clung to muscles and minds alike. A rival band—whether Goliaths driven by desperation or something darker, history would never record—descended upon the settlement with ruthless efficiency. Blades flashed. Tents burned. Stone rang beneath the impact of heavy boots. Lerra’s parents fought. They fought with everything they had. Her father held the narrow approach between two rock faces long enough for several families to flee, his spear breaking beneath the weight of attackers before he finally fell. Her mother joined the defense after securing Lerra in the care of one of the clan’s elder women—the tent mother who oversaw the youngest children. The tent mothers gathered what infants they could and ran. They did not make it far. Overtaken by raiders, they were bound and dragged from the Crag. Some were slain along the way. Others were separated, scattered like seeds cast into frozen soil. Lerra was barely aware of any of it. She knew only cold, movement, and the fading echo of voices she would never hear again. Eventually, somewhere along the endless expanse of Icewind Dale, she was left behind. Whether she was abandoned deliberately or lost during chaos would never be known. She lay wrapped in furs near the edge of a frozen treeline, crying weakly into the white emptiness. And there she was found. Chapter Two – Child of the Wolf The Wolf Tribe did not leave children to die. That was their way. They were Reghed nomads, moving with the seasons across Icewind Dale, following game, avoiding the worst storms, honoring ancient traditions passed down through countless winters. They were hunters, trackers, and survivors, bound not by stone halls but by shared hardship. When one of their scouts heard the faint cries and brought the infant back to camp, there was little debate. She would be raised among them. They named her Lerra after the scrap of cloth tied around her bundle, on which her birth name had been stitched in rough Goliath script. From her earliest memories, Lerra knew snow and wind. She learned to walk on uneven ice. She learned to recognize wolf tracks before she could read. She learned that warmth was precious, food was never guaranteed, and strength was something earned every day. The Wolf Tribe did not coddle their children, but neither were they cruel. Lerra was taught alongside the others—how to set snares, how to skin game, how to respect the spirits of the land. She learned to throw spears and wield knives, to climb frozen rock faces and cross rivers on unstable ice. Yet she always felt apart. Her body grew tall and powerful like the other Goliaths of the tribe, but her features marked her as different. Her skin carried a strange ash-gray tone. Her eyes reflected light like polished metal. And sometimes, when she was angry or afraid, she felt warmth bloom beneath her ribs, as if a coal had been stirred in her chest. The elders noticed. They spoke quietly among themselves, attributing it to odd blood or the touch of wandering spirits. Some treated her with wary respect. Others kept their distance. Children can be cruel without meaning to be. Lerra heard whispers. Felt eyes on her back. She learned early not to show hurt, not to ask questions that made others uncomfortable. She trained harder than anyone else, pushing herself until her muscles screamed and her lungs burned. If she could not belong by blood, she would belong by effort. She became an exceptional hunter. She learned the craft of weapons and armor, assisting the tribe’s smiths when they traded with settlements or passed near Ironmaster. Metal felt natural in her hands. She understood how it moved under hammer and heat, how it wanted to be shaped. The Wolf Tribe taught her discipline. The wild taught her endurance. But neither answered the question that lived quietly in her heart. Who am I? Chapter Three – The Fire Beneath the Snow As Lerra grew into adulthood, the fire within her became harder to ignore. It never manifested as uncontrolled flame or blazing aura. It was subtler than that. Her body resisted cold in ways that defied explanation. Exhaustion left her more slowly than it should have. In moments of battle, when adrenaline surged, her strikes carried unnatural force. Once, during a brutal winter hunt, she fell through thin ice into freezing water. By all rights, she should have lost consciousness within moments. Instead, she climbed out under her own power, teeth clenched, steam rising faintly from her skin. That night, as she sat by the fire wrapped in blankets, she stared into the flames and felt something inside her answer their call. She did not speak of it. The Wolf Tribe valued strength, but they feared what they did not understand. Lerra learned to keep parts of herself hidden. She carved runes into her armor—not magic at first, merely symbols of protection and connection to the spirits of land and beast. Over time, however, those markings seemed to deepen, dark lines etching themselves faintly into her skin as if echoing the patterns she wore. She bore scars proudly. Bite marks from wolves she had faced in ritual trials. Long cuts from battles against tundra beasts. A slash across her lips that healed into a permanent line, giving her smile a sharp edge. Later, a brutal strike would leave one of her eyes pale and silvery-white, though her vision remained strangely unharmed. Each scar became part of her story. Yet the sense of displacement never faded. She respected the Wolf Tribe. She honored their ways. But she began to understand that she was walking someone else’s path. And so, when she finally chose to leave, it was not in anger. It was in clarity. She stood before the elders beneath a gray sky and told them she needed to find her origin. Not to abandon the Wolf—but to understand the fire that did not belong to snow. They did not stop her. Some clasped her forearms in farewell. Others merely nodded. She departed with her glaive on her back and questions in her heart. Chapter Four – The Wanderer Lerra’s years of wandering hardened her. She crossed Icewind Dale from end to end, traveled through Ten-Towns, and followed rumors of Goliath settlements into the Spine of the World. She worked as a guard, a hunter, a caravan escort. She fought raiders, monsters, and creatures that crawled from frozen caves. She learned the ways of cities and the dangers of trust. Some people helped her. Others tried to exploit her strength. She took what work she could find and kept moving. Her glaive became her constant companion—a strange weapon forged from dark metal, its central blade capable of shifting slightly as if alive, an inset gem dull and unreadable. She had acquired it from a traveling smith who claimed its design originated in forgotten giant forges. At the opposite end of the shaft, a metal ring served both balance and brutal close-range strikes. The weapon suited her. It felt like an extension of herself. She followed fragments of information about Wyrmdoom Crag, but answers remained elusive. Many she spoke to had never heard of it. Others warned her away, speaking of dangerous passes and hostile clans. Still, she persisted. Her path eventually crossed with a small band of adventurers—strangers brought together by circumstance and coin. They took on a contract together, then another. Lerra did not grow close to them, but she respected their competence. It was with them that she faced her first true defeat. Chapter Five – Death The details blurred afterward. She remembered battle. She remembered pain. She remembered falling. And then she remembered darkness. Not empty darkness—but a vast, quiet space where sound seemed distant and weight no longer existed. She walked along a shadowed path toward a towering gate of black stone. Before she could reach it, a spear of living flame appeared across her way. The heat did not burn. It comforted. A presence filled the space around her—vast and powerful, yet gentle in its attention. A voice spoke, layered with warmth and command. “My child. Your time has not yet come.” Lerra tried to answer, but no sound left her. “You are needed still. There are paths unfinished, truths yet buried in frost and ash.” The spear touched her forehead. Fire flowed into her. Not destructive fire—but forging fire. Purposeful. She felt herself pulled backward, away from the gate, away from the silence. Chapter Six – Awakening She woke on a stone bier. Her body felt heavy, unfamiliar. The air smelled of incense and cold iron. She lay in a mortuary hall, her gear placed neatly beside her. Around her were three other bodies—her fallen companions from the battle. Memory returned slowly. She sat up, breathing hard. A rune burned faintly on her palm. She knew, with absolute certainty, that she had died. And that something—someone—had sent her back. She did not linger. Voices approached, echoing down the hall. Lerra slipped into shadow, waiting until the mourners passed, then fled into the night. She took shelter in a derelict storage hut on the edge of the city, tending to her wounds and examining herself in a basin of water. She looked younger. The deep lines of exhaustion she had carried were gone. Some scars remained. Her eye was pale and strange. But her body felt renewed. She whispered a quiet thanks to the unseen. Then she slept. Epilogue – Frost and Flame Lerra Bravewalker walks the world now with new purpose. She no longer seeks only her origins. She seeks understanding. The fire in her blood is no longer a mystery—it is a legacy, awakened by divine will. Her goddess watches over her with the stern care of a warrior-mother, guiding her not with gentle whispers but with trials and survival. Lerra carries the Wolf within her still. She carries the forge within her as well. Between frost and flame, she walks her own path. And whatever waits at Wyrmdoom Crag will one day have to face her. |
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| 2022-03-12 17:15 | Trade Log | 10 | Show Trade Log | |||||
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Verkauft: |
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| 2022-03-18 02:49 | Trade Log | -5 | Bag of Tricks (Gray) > Hew | Show Trade Log | ||||
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Bag of Tricks (Gray) von Lerra Bravewalker |
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| 2022-03-26 02:14 | Trade Log | -28 | Show Trade Log | |||||
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Eingekauft: |
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| Date Played | Adventure Title | Tier | Session ▲ | ACP | TCP | Downtime | Renown | |
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| 2022-03-25 22:00 | CCC-GHC-BK1-01 Into the Border Kingdoms | 1 | 10 | Show | ||||
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Teilnehmer Quiver of Ehlonna Moon-Touched Sword |
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| 2022-11-22 18:19 | DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 53 gp Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. 1x Potion of Greater Healing verbraucht Kontakt: Wren - Die Villa der Harper in Waterdeep |
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| 2022-03-17 22:53 | CCC-GHC-BK1-09 Scavengers | 1 | 10 | Show | ||||
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Teilnehmer A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. d8 Creature: . |
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| 2022-03-26 21:30 | CCC-THENT01-01 Beneath The Surface | 1 | 10 | Show | ||||
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Teilnehmer
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn. Potion of Healing When you drink this potion, you regain 2d4 + 2 hit points. |
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| 2022-12-18 19:01 | DDEP10-01 Terror in Ten Towns | 1 | 10 | Show | ||||
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Teilnehmer: As a beastly army approaches Ten-Towns from the south, heroes take the lead in fortifications and defense. But can the heroes’ optimistic hard work With a stunning view of Kelvin’s Cairn in the distance, Caer-Konig is situated on a slope lowering to Lac Dinneshere, with terraces giving the town a distinctive appearance. Its defensive fortifications have long since crumbled, with the remains of old Fort Konig a reminder of better days past. Caer-Konig has fallen into trouble of late. The frozen ice has damaged their docks, making it hard to import supplies and export their profitable dwarven ale. Contact person: Speaker Trovus (TROE-vus) Core Tasks for Caer-Konig Building Fortifications Gathering Provisions Equipping and Training Defenders Boni Gained: Loot: 240gp |
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| 2022-03-27 19:02 | DDAL10-00 Ice Road Tracker | 1 | -4 | Show | ||||
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Teilnehmer (2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none 2x Potion of Healing verbraucht Unbreakable Arrow Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Boots of False Tracks These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136 Smoldering Armor This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Xanathar’s Guide to Everything, p. 139 Hiatea was the giant goddess of nature, agriculture, hunting, females, and children. Her symbol was a flaming spear. ErwachenEin Flammender Spear erschien als Lerra auf ihren Weg, der sie auf ein dunkles Tor zuführte und als sie versuchte es zu durchschreiten hielt er sie auf. Nachdem Lerra Icewind Dale verlassen hatte war sie einige Zeit nicht mehr zuhause. Doch irgendwann musste sie zurückkommen und stieß auf einen abgekapselten Zweig des Wolfsklans der Reghed Barbaren. Dieser Teil war anders als die die sie vertieben hatten sodass sie sich mit ihnen während eines Auftrags anfreundete. Die Anführerin des Tribes Shaktal gab ihr einen Pfeil der sie als Freundin anderen Reghed Barbaren markt. Ab und an besucht sie den Tribe, um sich neu auf den Stand der Dinge bringen zu lassen. |
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| 2022-03-19 19:20 | CCC-ARCANA 01 The Phantom Pursuit | 1 | 10 | Show | ||||
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Teilnehmer Caravan Guard Potion of Healing Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2023-09-09 20:00 | DDAL10-02 Gnashing Teeth | 1 | 10 | Show | ||||
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Teilnehmer: Infos: Old Goat - Älteste Loot: 125 gp Sending Stones These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| 2023-09-12 19:36 | DDAL10-03 Divining Evil | 1 | 10 | Show | ||||
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Teilnehmer: Info: Loot: 150gp Story Award: Chardalyn Arrowhead Der Charakter, der die Pfeilspitze des Chardalyns findet, erhält diese Auszeichnung. Ein Charakter mit dieser Auszeichnung wird vorschnell in seinen Entscheidungen und reizbarer - dies wird als Schwäche auf seinem Charakterbogen vermerkt. Außerdem stellt er fest, dass die handgeschnitzte Pfeilspitze die ungewöhnliche Eigenschaft hat, sich leicht in Richtung der Berge im Südosten zu ziehen - fast so, wie ein Magnetstein sich zu Eisen zieht. Der Clan ist so zufrieden mit der Aufklärung der Morde und dem Sieg über die Remorhaz, dass der Schmied des Clans, Wayani Highhunter, anbietet, das von den Remorhaz geborgene Material in Waffen oder Rüstungen zu verarbeiten, die die Charaktere besitzen (obwohl auf diese Weise modifizierte Metallrüstungen immer noch aus Metall bestehen). Beispiele hierfür finden sich in den Tabellen Wer hat sie erschaffen oder wer sollte sie benutzen? in Kapitel 7 des Kerkermeisterhandbuchs. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. Boots of Striding and Springing The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| 2023-10-26 20:49 | DDAL 10-04 Cold Benevolence | 1 | 10 | Show | ||||
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Teilnehmer: Info: Drinking Song In a tavern out in Ten-Towns, Now, Doddie had some big paws. Dig it up, dig it up, dig it up, Doddie! When the fisher left the tavern, Dig it up, dig it up, dig it up, Doddie! The fishing will not last. Well, a blizzard came a-blowing, Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate. Loot: 125gp Robe of Useful Items This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: 10-foot pole In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly: 2x 2 mastiff 1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette. Story Award: Charm of Singing Gir Story Award: Charm of Lor the Timid Story Award: Charm of Sappa Ever-Watching +1 lvl 5 Runenknight Glaive +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2022-03-31 19:30 | CCC-ARCON01-01 Forest Song | 1 | 10 | Show | ||||
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Teilnehmer (4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none Creature Information ihren Sohn Niar (männlicher Mensch) hat zwei Hauswagen für seine Gauklertruppe Olos (männlicher Mensch), der Barde hat einen Hauswagen ihrer Tochter Silla (weiblicher Mensch) |
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| 2023-11-23 19:12 | DDAL10-05 A Blight in the Darkness | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 1000 gp Wand of Pyrotechnics This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Chardalyn Breastplate (Armor of Necrotic Resistance) This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
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| 2022-11-21 19:00 | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | 1 | 10 | Show | ||||
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Teilnehmer: Cutter Jack versteckt sich in Broke Pick, einem alten Fort ausserhalb von Anglar, etwas 1,5 Tagesmärsche von Irl. An der letzten Brücke vor Anglar, den Bach durch den Wald flussaufwärts kurz folgen, danach immer bergauf zur Kuppe des Hügel. In der Mitte der Lichtung ist die Ruine von Broke Pick. Loot: 80 gp Ilmater’s Bleeding Heart (Periapt of Wound Closure) |
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| 2022-03-20 13:43 | CCC-ARCANA 02 Seclusion | 1 | 10 | Show | ||||
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Teilnehmer One more job Powerful Seers Spell scroll of Healing Spirit On one side of this scroll, you will find what appears to be a mixture of reminders and other notes written in elegant but shaky script. A bulk of the writing seems to be either a shopping list or a list of ingredients. This spell scroll appears to have been used as scratch paper. A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Potion of Poison Resistance When you drink this potion, you gain resistance to poison damage for 1 hour. Oyang’s Kettle (Decanter of Endless Water) This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. |
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| 2022-04-03 18:21 | CCC-THENT01-03 The Dreaming Relic T1 | 1 | 10 | Show | ||||
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Teilnehmer INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN Wondrous item, uncommon (requires attunement) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil. Loot: Story Award KNOWLEDGE OF THE VAULT |
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| 2022-03-31 22:55 | CCC-ARCON01-02 A Whale of a Tale | 2 | 10 | Show | ||||
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Teilnehmer The Reference Guide to the Libraries of the Moonsea Lantern of Revealing While lit, this 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. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-01-31 13:19 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
Lerra BravewalkerSize: 225 cm (Medium) – Towering yet graceful, Lerra moves with a quiet, predatory elegance rather than brute force. Weight: 82 kg – Despite her height, her build remains lean and athletic, her strength forged through hardship, wandering, and the mingling of frost, flame, and divine touch. Eyes: Grey – Usually calm and distant, they glow like embers when her fiery blood awakens, or shimmer with cold light when her frostbound power rises in frozen lands. Hair: White – Falling like pale snow around her shoulders, it takes on warm copper highlights when fire stirs within her, and icy blue hues when her power resonates with cold regions. Skin: Greyish – Ash-toned and marked by faint runic scars, her skin reflects her dormant state as cold stone, blazing subtly with inner heat when flame is active, or shimmering with frost in Icewind Dale. Costomizing your Origin: Fighter (PHB) Lost Childe of Wyrmdoom Crag (Reghed Tribe Member) Fighter Starting Equipment: BiographyLerra Bravewalker Long before Lerra Bravewalker ever drew breath beneath the cold skies of Icewind Dale, before wolves howled her name into the storm and steel learned the shape of her hands, fire walked among stone. It happened in the high places of Wyrmdoom Crag. The peaks there rose like broken teeth against the sky, ancient and defiant, their roots buried deep in the bones of the world. Storms gathered around those mountains as if drawn by their presence, and avalanches thundered down their slopes like the voices of slumbering giants. Goliath clans had lived among those heights for countless generations, carving their homes into rock and ice, honoring strength, endurance, and the quiet wisdom of survival. It was there that a Fire Giant came. He did not arrive as a conqueror. He came as a smith. His name, long lost to mortal tongues, was once spoken with reverence among his own kind. He had turned away from the endless wars of the fire giant holds, leaving behind volcanic fortresses and rivers of molten iron. He carried with him only his hammer, his anvil, and the knowledge of flame shaped by centuries. The Goliaths of Wyrmdoom Crag were wary at first. Fire Giants were creatures of destruction in most stories—bringers of ruin, tyrants who bent lesser folk beneath their boots. Yet this one asked for neither tribute nor submission. He offered craft. He taught them how to temper steel with patience instead of fury. How to read the color of heated metal like a language. How to listen to stone when carving foundations, and how to coax strength from ore rather than tear it free. For a time, fire and frost coexisted. Some of the Goliaths learned from him. Some shared meals. Some shared stories beneath the stars. And in that brief, fragile peace, bonds formed that would echo far beyond that single generation. Children were born. Most carried only faint traces of that union—slightly warmer skin, a resilience to heat, an unusual affinity for metalwork. Over time, even those signs faded, diluted by centuries of frost giant and stone giant blood. But echoes lingered. Sometimes, fire waits. Chapter One – Born of Stone, Lost to Ice Lerra was born beneath a sky heavy with snow. Her first cry was swallowed by the wind. She entered the world in a high mountain shelter carved into the living rock of Wyrmdoom Crag, surrounded by the rough warmth of clan and kin. Her mother wrapped her in thick furs while her father stood watch at the entrance, spear in hand, eyes scanning the horizon for threats that might dare approach. They named her Lerra. It was a strong name. A walker’s name. A name meant for paths not yet taken. Her parents belonged to one of the smaller Goliath clans of the Crag—resilient, close-knit, known more for craftsmanship and scouting than brute force. They traced their ancestry through frost and stone giants, like most of their people, but somewhere far back in their lineage lay that forgotten fire. It was dormant. Lerra’s infancy showed nothing unusual beyond the hardy constitution common to Goliath children. She slept through storms. She cried only when hungry. Her skin was pale even by Goliath standards, almost gray in certain light, and her eyes held a strange silvery sheen that elders sometimes remarked upon with quiet curiosity. Then came the raid. No warning horns sounded. No scouts returned with urgent news. The attack came at dawn, when fatigue still clung to muscles and minds alike. A rival band—whether Goliaths driven by desperation or something darker, history would never record—descended upon the settlement with ruthless efficiency. Blades flashed. Tents burned. Stone rang beneath the impact of heavy boots. Lerra’s parents fought. They fought with everything they had. Her father held the narrow approach between two rock faces long enough for several families to flee, his spear breaking beneath the weight of attackers before he finally fell. Her mother joined the defense after securing Lerra in the care of one of the clan’s elder women—the tent mother who oversaw the youngest children. The tent mothers gathered what infants they could and ran. They did not make it far. Overtaken by raiders, they were bound and dragged from the Crag. Some were slain along the way. Others were separated, scattered like seeds cast into frozen soil. Lerra was barely aware of any of it. She knew only cold, movement, and the fading echo of voices she would never hear again. Eventually, somewhere along the endless expanse of Icewind Dale, she was left behind. Whether she was abandoned deliberately or lost during chaos would never be known. She lay wrapped in furs near the edge of a frozen treeline, crying weakly into the white emptiness. And there she was found. Chapter Two – Child of the Wolf The Wolf Tribe did not leave children to die. That was their way. They were Reghed nomads, moving with the seasons across Icewind Dale, following game, avoiding the worst storms, honoring ancient traditions passed down through countless winters. They were hunters, trackers, and survivors, bound not by stone halls but by shared hardship. When one of their scouts heard the faint cries and brought the infant back to camp, there was little debate. She would be raised among them. They named her Lerra after the scrap of cloth tied around her bundle, on which her birth name had been stitched in rough Goliath script. From her earliest memories, Lerra knew snow and wind. She learned to walk on uneven ice. She learned to recognize wolf tracks before she could read. She learned that warmth was precious, food was never guaranteed, and strength was something earned every day. The Wolf Tribe did not coddle their children, but neither were they cruel. Lerra was taught alongside the others—how to set snares, how to skin game, how to respect the spirits of the land. She learned to throw spears and wield knives, to climb frozen rock faces and cross rivers on unstable ice. Yet she always felt apart. Her body grew tall and powerful like the other Goliaths of the tribe, but her features marked her as different. Her skin carried a strange ash-gray tone. Her eyes reflected light like polished metal. And sometimes, when she was angry or afraid, she felt warmth bloom beneath her ribs, as if a coal had been stirred in her chest. The elders noticed. They spoke quietly among themselves, attributing it to odd blood or the touch of wandering spirits. Some treated her with wary respect. Others kept their distance. Children can be cruel without meaning to be. Lerra heard whispers. Felt eyes on her back. She learned early not to show hurt, not to ask questions that made others uncomfortable. She trained harder than anyone else, pushing herself until her muscles screamed and her lungs burned. If she could not belong by blood, she would belong by effort. She became an exceptional hunter. She learned the craft of weapons and armor, assisting the tribe’s smiths when they traded with settlements or passed near Ironmaster. Metal felt natural in her hands. She understood how it moved under hammer and heat, how it wanted to be shaped. The Wolf Tribe taught her discipline. The wild taught her endurance. But neither answered the question that lived quietly in her heart. Who am I? Chapter Three – The Fire Beneath the Snow As Lerra grew into adulthood, the fire within her became harder to ignore. It never manifested as uncontrolled flame or blazing aura. It was subtler than that. Her body resisted cold in ways that defied explanation. Exhaustion left her more slowly than it should have. In moments of battle, when adrenaline surged, her strikes carried unnatural force. Once, during a brutal winter hunt, she fell through thin ice into freezing water. By all rights, she should have lost consciousness within moments. Instead, she climbed out under her own power, teeth clenched, steam rising faintly from her skin. That night, as she sat by the fire wrapped in blankets, she stared into the flames and felt something inside her answer their call. She did not speak of it. The Wolf Tribe valued strength, but they feared what they did not understand. Lerra learned to keep parts of herself hidden. She carved runes into her armor—not magic at first, merely symbols of protection and connection to the spirits of land and beast. Over time, however, those markings seemed to deepen, dark lines etching themselves faintly into her skin as if echoing the patterns she wore. She bore scars proudly. Bite marks from wolves she had faced in ritual trials. Long cuts from battles against tundra beasts. A slash across her lips that healed into a permanent line, giving her smile a sharp edge. Later, a brutal strike would leave one of her eyes pale and silvery-white, though her vision remained strangely unharmed. Each scar became part of her story. Yet the sense of displacement never faded. She respected the Wolf Tribe. She honored their ways. But she began to understand that she was walking someone else’s path. And so, when she finally chose to leave, it was not in anger. It was in clarity. She stood before the elders beneath a gray sky and told them she needed to find her origin. Not to abandon the Wolf—but to understand the fire that did not belong to snow. They did not stop her. Some clasped her forearms in farewell. Others merely nodded. She departed with her glaive on her back and questions in her heart. Chapter Four – The Wanderer Lerra’s years of wandering hardened her. She crossed Icewind Dale from end to end, traveled through Ten-Towns, and followed rumors of Goliath settlements into the Spine of the World. She worked as a guard, a hunter, a caravan escort. She fought raiders, monsters, and creatures that crawled from frozen caves. She learned the ways of cities and the dangers of trust. Some people helped her. Others tried to exploit her strength. She took what work she could find and kept moving. Her glaive became her constant companion—a strange weapon forged from dark metal, its central blade capable of shifting slightly as if alive, an inset gem dull and unreadable. She had acquired it from a traveling smith who claimed its design originated in forgotten giant forges. At the opposite end of the shaft, a metal ring served both balance and brutal close-range strikes. The weapon suited her. It felt like an extension of herself. She followed fragments of information about Wyrmdoom Crag, but answers remained elusive. Many she spoke to had never heard of it. Others warned her away, speaking of dangerous passes and hostile clans. Still, she persisted. Her path eventually crossed with a small band of adventurers—strangers brought together by circumstance and coin. They took on a contract together, then another. Lerra did not grow close to them, but she respected their competence. It was with them that she faced her first true defeat. Chapter Five – Death The details blurred afterward. She remembered battle. She remembered pain. She remembered falling. And then she remembered darkness. Not empty darkness—but a vast, quiet space where sound seemed distant and weight no longer existed. She walked along a shadowed path toward a towering gate of black stone. Before she could reach it, a spear of living flame appeared across her way. The heat did not burn. It comforted. A presence filled the space around her—vast and powerful, yet gentle in its attention. A voice spoke, layered with warmth and command. “My child. Your time has not yet come.” Lerra tried to answer, but no sound left her. “You are needed still. There are paths unfinished, truths yet buried in frost and ash.” The spear touched her forehead. Fire flowed into her. Not destructive fire—but forging fire. Purposeful. She felt herself pulled backward, away from the gate, away from the silence. Chapter Six – Awakening She woke on a stone bier. Her body felt heavy, unfamiliar. The air smelled of incense and cold iron. She lay in a mortuary hall, her gear placed neatly beside her. Around her were three other bodies—her fallen companions from the battle. Memory returned slowly. She sat up, breathing hard. A rune burned faintly on her palm. She knew, with absolute certainty, that she had died. And that something—someone—had sent her back. She did not linger. Voices approached, echoing down the hall. Lerra slipped into shadow, waiting until the mourners passed, then fled into the night. She took shelter in a derelict storage hut on the edge of the city, tending to her wounds and examining herself in a basin of water. She looked younger. The deep lines of exhaustion she had carried were gone. Some scars remained. Her eye was pale and strange. But her body felt renewed. She whispered a quiet thanks to the unseen. Then she slept. Epilogue – Frost and Flame Lerra Bravewalker walks the world now with new purpose. She no longer seeks only her origins. She seeks understanding. The fire in her blood is no longer a mystery—it is a legacy, awakened by divine will. Her goddess watches over her with the stern care of a warrior-mother, guiding her not with gentle whispers but with trials and survival. Lerra carries the Wolf within her still. She carries the forge within her as well. Between frost and flame, she walks her own path. And whatever waits at Wyrmdoom Crag will one day have to face her. |
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| 2022-03-12 17:15 | Trade Log | Show Trade Log | ||||||
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Verkauft: |
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| 2022-03-18 02:49 | Trade Log | -5 | Show Trade Log | |||||
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Bag of Tricks (Gray) von Lerra Bravewalker |
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| 2022-03-26 02:14 | Trade Log | Show Trade Log | ||||||
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Eingekauft: |
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| Date Played | Adventure Title | Session ▲ | XP | GP | Downtime | Renown | Magic Items | |
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| 2022-03-25 22:00 | CCC-GHC-BK1-01 Into the Border Kingdoms | 1 | 50 | 10 | Quiver of Ehlonna, Moon-Touched Sword | Show | ||
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Teilnehmer Quiver of Ehlonna Moon-Touched Sword |
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| 2022-11-22 18:19 | DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws | 1 | 53 | 10 | Sentinel Shield | Show | ||
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Teilnehmer: Loot: 53 gp Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. 1x Potion of Greater Healing verbraucht Kontakt: Wren - Die Villa der Harper in Waterdeep |
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| 2022-03-17 22:53 | CCC-GHC-BK1-09 Scavengers | 1 | 35 | 10 | Bag of Tricks (Gray) | Show | ||
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Teilnehmer A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. d8 Creature: . |
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| 2022-03-26 21:30 | CCC-THENT01-01 Beneath The Surface | 1 | 71.16 | 10 | Pearl of Power | Show | ||
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Teilnehmer
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn. Potion of Healing When you drink this potion, you regain 2d4 + 2 hit points. |
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| 2022-12-18 19:01 | DDEP10-01 Terror in Ten Towns | 1 | 240 | 10 | Show | |||
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Teilnehmer: As a beastly army approaches Ten-Towns from the south, heroes take the lead in fortifications and defense. But can the heroes’ optimistic hard work With a stunning view of Kelvin’s Cairn in the distance, Caer-Konig is situated on a slope lowering to Lac Dinneshere, with terraces giving the town a distinctive appearance. Its defensive fortifications have long since crumbled, with the remains of old Fort Konig a reminder of better days past. Caer-Konig has fallen into trouble of late. The frozen ice has damaged their docks, making it hard to import supplies and export their profitable dwarven ale. Contact person: Speaker Trovus (TROE-vus) Core Tasks for Caer-Konig Building Fortifications Gathering Provisions Equipping and Training Defenders Boni Gained: Loot: 240gp |
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| 2022-03-27 19:02 | DDAL10-00 Ice Road Tracker | 1 | 20 | -4 | Boots of False Tracks, Unbreakable Arrow, Smoldering Armor | Show | ||
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Teilnehmer (2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none 2x Potion of Healing verbraucht Unbreakable Arrow Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Boots of False Tracks These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136 Smoldering Armor This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Xanathar’s Guide to Everything, p. 139 Hiatea was the giant goddess of nature, agriculture, hunting, females, and children. Her symbol was a flaming spear. ErwachenEin Flammender Spear erschien als Lerra auf ihren Weg, der sie auf ein dunkles Tor zuführte und als sie versuchte es zu durchschreiten hielt er sie auf. Nachdem Lerra Icewind Dale verlassen hatte war sie einige Zeit nicht mehr zuhause. Doch irgendwann musste sie zurückkommen und stieß auf einen abgekapselten Zweig des Wolfsklans der Reghed Barbaren. Dieser Teil war anders als die die sie vertieben hatten sodass sie sich mit ihnen während eines Auftrags anfreundete. Die Anführerin des Tribes Shaktal gab ihr einen Pfeil der sie als Freundin anderen Reghed Barbaren markt. Ab und an besucht sie den Tribe, um sich neu auf den Stand der Dinge bringen zu lassen. |
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| 2022-03-19 19:20 | CCC-ARCANA 01 The Phantom Pursuit | 1 | 72.4 | 10 | Immovable Rod | Show | ||
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Teilnehmer Caravan Guard Potion of Healing Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| 2023-09-09 20:00 | DDAL10-02 Gnashing Teeth | 1 | 125 | 10 | Sending Stones | Show | ||
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Teilnehmer: Infos: Old Goat - Älteste Loot: 125 gp Sending Stones These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| 2023-09-12 19:36 | DDAL10-03 Divining Evil | 1 | 150 | 10 | Show | |||
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Teilnehmer: Info: Loot: 150gp Story Award: Chardalyn Arrowhead Der Charakter, der die Pfeilspitze des Chardalyns findet, erhält diese Auszeichnung. Ein Charakter mit dieser Auszeichnung wird vorschnell in seinen Entscheidungen und reizbarer - dies wird als Schwäche auf seinem Charakterbogen vermerkt. Außerdem stellt er fest, dass die handgeschnitzte Pfeilspitze die ungewöhnliche Eigenschaft hat, sich leicht in Richtung der Berge im Südosten zu ziehen - fast so, wie ein Magnetstein sich zu Eisen zieht. Der Clan ist so zufrieden mit der Aufklärung der Morde und dem Sieg über die Remorhaz, dass der Schmied des Clans, Wayani Highhunter, anbietet, das von den Remorhaz geborgene Material in Waffen oder Rüstungen zu verarbeiten, die die Charaktere besitzen (obwohl auf diese Weise modifizierte Metallrüstungen immer noch aus Metall bestehen). Beispiele hierfür finden sich in den Tabellen Wer hat sie erschaffen oder wer sollte sie benutzen? in Kapitel 7 des Kerkermeisterhandbuchs. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. Boots of Striding and Springing The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| 2023-10-26 20:49 | DDAL 10-04 Cold Benevolence | 1 | 125 | 10 | Robe of Useful Items, Glaive +1 | Show | ||
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Teilnehmer: Info: Drinking Song In a tavern out in Ten-Towns, Now, Doddie had some big paws. Dig it up, dig it up, dig it up, Doddie! When the fisher left the tavern, Dig it up, dig it up, dig it up, Doddie! The fishing will not last. Well, a blizzard came a-blowing, Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate. Loot: 125gp Robe of Useful Items This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: 10-foot pole In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly: 2x 2 mastiff 1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette. Story Award: Charm of Singing Gir Story Award: Charm of Lor the Timid Story Award: Charm of Sappa Ever-Watching +1 lvl 5 Runenknight Glaive +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| 2022-03-31 19:30 | CCC-ARCON01-01 Forest Song | 1 | 39.5 | 10 | Immovable Rod | Show | ||
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Teilnehmer (4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none Creature Information ihren Sohn Niar (männlicher Mensch) hat zwei Hauswagen für seine Gauklertruppe Olos (männlicher Mensch), der Barde hat einen Hauswagen ihrer Tochter Silla (weiblicher Mensch) |
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| 2023-11-23 19:12 | DDAL10-05 A Blight in the Darkness | 1 | 1000 | 10 | Chardalyn Breastplate (Armor of Necrotic Resistance), Wand of Pyrotechnics | Show | ||
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Teilnehmer: Loot: 1000 gp Wand of Pyrotechnics This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Chardalyn Breastplate (Armor of Necrotic Resistance) This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
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| 2022-11-21 19:00 | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | 1 | 80 | 10 | Ilmater’s Bleeding Heart (Periapt of Wound Closure) | Show | ||
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Teilnehmer: Cutter Jack versteckt sich in Broke Pick, einem alten Fort ausserhalb von Anglar, etwas 1,5 Tagesmärsche von Irl. An der letzten Brücke vor Anglar, den Bach durch den Wald flussaufwärts kurz folgen, danach immer bergauf zur Kuppe des Hügel. In der Mitte der Lichtung ist die Ruine von Broke Pick. Loot: 80 gp Ilmater’s Bleeding Heart (Periapt of Wound Closure) |
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| 2022-03-20 13:43 | CCC-ARCANA 02 Seclusion | 1 | 33.6 | 10 | Oyang’s Kettle (Decanter of Endless Water) | Show | ||
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Teilnehmer One more job Powerful Seers Spell scroll of Healing Spirit On one side of this scroll, you will find what appears to be a mixture of reminders and other notes written in elegant but shaky script. A bulk of the writing seems to be either a shopping list or a list of ingredients. This spell scroll appears to have been used as scratch paper. A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Potion of Poison Resistance When you drink this potion, you gain resistance to poison damage for 1 hour. Oyang’s Kettle (Decanter of Endless Water) This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. |
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| 2022-04-03 18:21 | CCC-THENT01-03 The Dreaming Relic T1 | 1 | 78.57 | 10 | Instrument of the Bards: Macfuirmidh Cittern | Show | ||
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Teilnehmer INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN Wondrous item, uncommon (requires attunement) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil. Loot: Story Award KNOWLEDGE OF THE VAULT |
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| 2022-03-31 22:55 | CCC-ARCON01-02 A Whale of a Tale | 2 | 90 | 10 | Lantern of Revealing | Show | ||
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Teilnehmer The Reference Guide to the Libraries of the Moonsea Lantern of Revealing While lit, this 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. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. Potion of Greater Healing You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity. Whatever its potency, the potion's red liquid glimmers when agitated. Potion of Greater Healing restores 4d4+4 hit points. This potion smells of sulfur and ashes. |
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| 2026-01-31 13:19 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
Lerra BravewalkerSize: 225 cm (Medium) – Towering yet graceful, Lerra moves with a quiet, predatory elegance rather than brute force. Weight: 82 kg – Despite her height, her build remains lean and athletic, her strength forged through hardship, wandering, and the mingling of frost, flame, and divine touch. Eyes: Grey – Usually calm and distant, they glow like embers when her fiery blood awakens, or shimmer with cold light when her frostbound power rises in frozen lands. Hair: White – Falling like pale snow around her shoulders, it takes on warm copper highlights when fire stirs within her, and icy blue hues when her power resonates with cold regions. Skin: Greyish – Ash-toned and marked by faint runic scars, her skin reflects her dormant state as cold stone, blazing subtly with inner heat when flame is active, or shimmering with frost in Icewind Dale. Costomizing your Origin: Fighter (PHB) Lost Childe of Wyrmdoom Crag (Reghed Tribe Member) Fighter Starting Equipment: BiographyLerra Bravewalker Long before Lerra Bravewalker ever drew breath beneath the cold skies of Icewind Dale, before wolves howled her name into the storm and steel learned the shape of her hands, fire walked among stone. It happened in the high places of Wyrmdoom Crag. The peaks there rose like broken teeth against the sky, ancient and defiant, their roots buried deep in the bones of the world. Storms gathered around those mountains as if drawn by their presence, and avalanches thundered down their slopes like the voices of slumbering giants. Goliath clans had lived among those heights for countless generations, carving their homes into rock and ice, honoring strength, endurance, and the quiet wisdom of survival. It was there that a Fire Giant came. He did not arrive as a conqueror. He came as a smith. His name, long lost to mortal tongues, was once spoken with reverence among his own kind. He had turned away from the endless wars of the fire giant holds, leaving behind volcanic fortresses and rivers of molten iron. He carried with him only his hammer, his anvil, and the knowledge of flame shaped by centuries. The Goliaths of Wyrmdoom Crag were wary at first. Fire Giants were creatures of destruction in most stories—bringers of ruin, tyrants who bent lesser folk beneath their boots. Yet this one asked for neither tribute nor submission. He offered craft. He taught them how to temper steel with patience instead of fury. How to read the color of heated metal like a language. How to listen to stone when carving foundations, and how to coax strength from ore rather than tear it free. For a time, fire and frost coexisted. Some of the Goliaths learned from him. Some shared meals. Some shared stories beneath the stars. And in that brief, fragile peace, bonds formed that would echo far beyond that single generation. Children were born. Most carried only faint traces of that union—slightly warmer skin, a resilience to heat, an unusual affinity for metalwork. Over time, even those signs faded, diluted by centuries of frost giant and stone giant blood. But echoes lingered. Sometimes, fire waits. Chapter One – Born of Stone, Lost to Ice Lerra was born beneath a sky heavy with snow. Her first cry was swallowed by the wind. She entered the world in a high mountain shelter carved into the living rock of Wyrmdoom Crag, surrounded by the rough warmth of clan and kin. Her mother wrapped her in thick furs while her father stood watch at the entrance, spear in hand, eyes scanning the horizon for threats that might dare approach. They named her Lerra. It was a strong name. A walker’s name. A name meant for paths not yet taken. Her parents belonged to one of the smaller Goliath clans of the Crag—resilient, close-knit, known more for craftsmanship and scouting than brute force. They traced their ancestry through frost and stone giants, like most of their people, but somewhere far back in their lineage lay that forgotten fire. It was dormant. Lerra’s infancy showed nothing unusual beyond the hardy constitution common to Goliath children. She slept through storms. She cried only when hungry. Her skin was pale even by Goliath standards, almost gray in certain light, and her eyes held a strange silvery sheen that elders sometimes remarked upon with quiet curiosity. Then came the raid. No warning horns sounded. No scouts returned with urgent news. The attack came at dawn, when fatigue still clung to muscles and minds alike. A rival band—whether Goliaths driven by desperation or something darker, history would never record—descended upon the settlement with ruthless efficiency. Blades flashed. Tents burned. Stone rang beneath the impact of heavy boots. Lerra’s parents fought. They fought with everything they had. Her father held the narrow approach between two rock faces long enough for several families to flee, his spear breaking beneath the weight of attackers before he finally fell. Her mother joined the defense after securing Lerra in the care of one of the clan’s elder women—the tent mother who oversaw the youngest children. The tent mothers gathered what infants they could and ran. They did not make it far. Overtaken by raiders, they were bound and dragged from the Crag. Some were slain along the way. Others were separated, scattered like seeds cast into frozen soil. Lerra was barely aware of any of it. She knew only cold, movement, and the fading echo of voices she would never hear again. Eventually, somewhere along the endless expanse of Icewind Dale, she was left behind. Whether she was abandoned deliberately or lost during chaos would never be known. She lay wrapped in furs near the edge of a frozen treeline, crying weakly into the white emptiness. And there she was found. Chapter Two – Child of the Wolf The Wolf Tribe did not leave children to die. That was their way. They were Reghed nomads, moving with the seasons across Icewind Dale, following game, avoiding the worst storms, honoring ancient traditions passed down through countless winters. They were hunters, trackers, and survivors, bound not by stone halls but by shared hardship. When one of their scouts heard the faint cries and brought the infant back to camp, there was little debate. She would be raised among them. They named her Lerra after the scrap of cloth tied around her bundle, on which her birth name had been stitched in rough Goliath script. From her earliest memories, Lerra knew snow and wind. She learned to walk on uneven ice. She learned to recognize wolf tracks before she could read. She learned that warmth was precious, food was never guaranteed, and strength was something earned every day. The Wolf Tribe did not coddle their children, but neither were they cruel. Lerra was taught alongside the others—how to set snares, how to skin game, how to respect the spirits of the land. She learned to throw spears and wield knives, to climb frozen rock faces and cross rivers on unstable ice. Yet she always felt apart. Her body grew tall and powerful like the other Goliaths of the tribe, but her features marked her as different. Her skin carried a strange ash-gray tone. Her eyes reflected light like polished metal. And sometimes, when she was angry or afraid, she felt warmth bloom beneath her ribs, as if a coal had been stirred in her chest. The elders noticed. They spoke quietly among themselves, attributing it to odd blood or the touch of wandering spirits. Some treated her with wary respect. Others kept their distance. Children can be cruel without meaning to be. Lerra heard whispers. Felt eyes on her back. She learned early not to show hurt, not to ask questions that made others uncomfortable. She trained harder than anyone else, pushing herself until her muscles screamed and her lungs burned. If she could not belong by blood, she would belong by effort. She became an exceptional hunter. She learned the craft of weapons and armor, assisting the tribe’s smiths when they traded with settlements or passed near Ironmaster. Metal felt natural in her hands. She understood how it moved under hammer and heat, how it wanted to be shaped. The Wolf Tribe taught her discipline. The wild taught her endurance. But neither answered the question that lived quietly in her heart. Who am I? Chapter Three – The Fire Beneath the Snow As Lerra grew into adulthood, the fire within her became harder to ignore. It never manifested as uncontrolled flame or blazing aura. It was subtler than that. Her body resisted cold in ways that defied explanation. Exhaustion left her more slowly than it should have. In moments of battle, when adrenaline surged, her strikes carried unnatural force. Once, during a brutal winter hunt, she fell through thin ice into freezing water. By all rights, she should have lost consciousness within moments. Instead, she climbed out under her own power, teeth clenched, steam rising faintly from her skin. That night, as she sat by the fire wrapped in blankets, she stared into the flames and felt something inside her answer their call. She did not speak of it. The Wolf Tribe valued strength, but they feared what they did not understand. Lerra learned to keep parts of herself hidden. She carved runes into her armor—not magic at first, merely symbols of protection and connection to the spirits of land and beast. Over time, however, those markings seemed to deepen, dark lines etching themselves faintly into her skin as if echoing the patterns she wore. She bore scars proudly. Bite marks from wolves she had faced in ritual trials. Long cuts from battles against tundra beasts. A slash across her lips that healed into a permanent line, giving her smile a sharp edge. Later, a brutal strike would leave one of her eyes pale and silvery-white, though her vision remained strangely unharmed. Each scar became part of her story. Yet the sense of displacement never faded. She respected the Wolf Tribe. She honored their ways. But she began to understand that she was walking someone else’s path. And so, when she finally chose to leave, it was not in anger. It was in clarity. She stood before the elders beneath a gray sky and told them she needed to find her origin. Not to abandon the Wolf—but to understand the fire that did not belong to snow. They did not stop her. Some clasped her forearms in farewell. Others merely nodded. She departed with her glaive on her back and questions in her heart. Chapter Four – The Wanderer Lerra’s years of wandering hardened her. She crossed Icewind Dale from end to end, traveled through Ten-Towns, and followed rumors of Goliath settlements into the Spine of the World. She worked as a guard, a hunter, a caravan escort. She fought raiders, monsters, and creatures that crawled from frozen caves. She learned the ways of cities and the dangers of trust. Some people helped her. Others tried to exploit her strength. She took what work she could find and kept moving. Her glaive became her constant companion—a strange weapon forged from dark metal, its central blade capable of shifting slightly as if alive, an inset gem dull and unreadable. She had acquired it from a traveling smith who claimed its design originated in forgotten giant forges. At the opposite end of the shaft, a metal ring served both balance and brutal close-range strikes. The weapon suited her. It felt like an extension of herself. She followed fragments of information about Wyrmdoom Crag, but answers remained elusive. Many she spoke to had never heard of it. Others warned her away, speaking of dangerous passes and hostile clans. Still, she persisted. Her path eventually crossed with a small band of adventurers—strangers brought together by circumstance and coin. They took on a contract together, then another. Lerra did not grow close to them, but she respected their competence. It was with them that she faced her first true defeat. Chapter Five – Death The details blurred afterward. She remembered battle. She remembered pain. She remembered falling. And then she remembered darkness. Not empty darkness—but a vast, quiet space where sound seemed distant and weight no longer existed. She walked along a shadowed path toward a towering gate of black stone. Before she could reach it, a spear of living flame appeared across her way. The heat did not burn. It comforted. A presence filled the space around her—vast and powerful, yet gentle in its attention. A voice spoke, layered with warmth and command. “My child. Your time has not yet come.” Lerra tried to answer, but no sound left her. “You are needed still. There are paths unfinished, truths yet buried in frost and ash.” The spear touched her forehead. Fire flowed into her. Not destructive fire—but forging fire. Purposeful. She felt herself pulled backward, away from the gate, away from the silence. Chapter Six – Awakening She woke on a stone bier. Her body felt heavy, unfamiliar. The air smelled of incense and cold iron. She lay in a mortuary hall, her gear placed neatly beside her. Around her were three other bodies—her fallen companions from the battle. Memory returned slowly. She sat up, breathing hard. A rune burned faintly on her palm. She knew, with absolute certainty, that she had died. And that something—someone—had sent her back. She did not linger. Voices approached, echoing down the hall. Lerra slipped into shadow, waiting until the mourners passed, then fled into the night. She took shelter in a derelict storage hut on the edge of the city, tending to her wounds and examining herself in a basin of water. She looked younger. The deep lines of exhaustion she had carried were gone. Some scars remained. Her eye was pale and strange. But her body felt renewed. She whispered a quiet thanks to the unseen. Then she slept. Epilogue – Frost and Flame Lerra Bravewalker walks the world now with new purpose. She no longer seeks only her origins. She seeks understanding. The fire in her blood is no longer a mystery—it is a legacy, awakened by divine will. Her goddess watches over her with the stern care of a warrior-mother, guiding her not with gentle whispers but with trials and survival. Lerra carries the Wolf within her still. She carries the forge within her as well. Between frost and flame, she walks her own path. And whatever waits at Wyrmdoom Crag will one day have to face her. |
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| 2022-03-12 17:15 | Trade Log | 10 | Show Trade Log | |||||
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Verkauft: |
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| 2022-03-18 02:49 | Trade Log | -5 | Bag of Tricks (Gray) > Hew | Show Trade Log | ||||
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Bag of Tricks (Gray) von Lerra Bravewalker |
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| 2022-03-26 02:14 | Trade Log | -28 | Show Trade Log | |||||
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Eingekauft: |
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