Lerra Bravewalker

Season:
Forgotten Realms S 11
Race:
Goliath
Class:
Rune Knight Fighter lvl 9
Background:
Lost Childe of Wyrmdoom Crag (Reghed Tribe Member)
Lifestyle:
Modest
Current Level:
9
Total GP:
1865.23
Total Downtime:
81
Tag:
Faction:
None
Faction Rank:
Notorious (rank 2)
Magic Item Count:
18
Magic Item Limit:
3
Immovable Rod,
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
2026-01-31 13:19 Reworkt Starting Log and Rest Changes for 2024 Rules Show

Lerra Bravewalker


Size: 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:
Race: Goliath
Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet
Giant Ancestry.: Fire’s Burn (Fire Giant), Large Form, Powerful Build.
Ability Score Point ´Buy:
St 15 (+2+1+1+1), Dex 10, Con 15 (+1), Int 8, Wis 14, Cha 8


Fighter (PHB)
Proficiency: Saving Throw: Strength, Constitution
Proficiency Weapon: Simple Weapons, Martial Weapons
Proficiency Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Choose Fighting Style, Second Wind, Weapon Mastery
Skill Proficiencies: Animal Handling, Athletics
lvl 2 bis 19:
2: Action Surge, Tactical Mind
3: Chosen Subclass - Runen Knight
Proficiency Tool: Smith's Tools
Proficiency Languages: Giant
Rune Carver, Giant’s Might
4: Level 4 Feat: Selected: Great Weapon Master +1 Str
5: Fighter Extra Attack, Tactical Shift
6: Level 6 Feat: Selected: Mage Slayer +1 Str
7: Rune Carver (7), Runic Shield
8: Level 8 Feat: Selected: Skill Expert +1 Str
Skill Proficiencies: Sleight of Hand
Skill Expertise: Athletics
9: Indomitable, Tactical Master


Lost Childe of Wyrmdoom Crag (Reghed Tribe Member)
(Adoptiert)
Source: Ability +2, one +1
Chose: Str +2, Con +1
Skill Proficiencies: Survival, Perception
Tool Proficiencies: Horn , Leatherworker's Tools
Language Proficiencies: Common, Dwarvish, Draconic
Feat: Tough


Fighter Starting Equipment:
Chain Mail (1), Greatsword (1), Flail (1), Javelin (8), Dungeoneer's Pack (1)
A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a Gaming Set of your choice (Dice Set), and a pouch containing the remainder of your last wages (8 gp)


Biography


Lerra Bravewalker
Daughter of Frost, Bearer of Flame
Prologue – The Echo of the Forge

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.


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

Teilnehmer:
(8) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 8 - none
(8) Claudia - Inaphina Fimplezimple - Forest Gnome - Ranger 8
KaNarlist - Cellica Le'Quella - Elf - Wizard 10 - Harpers
(10) Madlech - Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10
(8) Folk2K - Guttrr - Half-Orc - Babarian - none


Loot: 1000 gp
1x Potion of Resistance (acid)
1x Spell Scroll of Spider Climb


Wand of Pyrotechnics
Wand, common

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)
Armor (breastplate), rare (requires attunement)

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


2023-11-23 10:17 Catching up 3 -30 Show

  • 3 lvl Runen Knight

(Lerra trainiert hart bei den Thunlakalaka um sich dem Beast erneut stärker stellen zu können. Und diesmal siegreich aus den Kampf gehen zu können.)
.
Lvl 6 APL:
Skill Expert Feat: +1 STR
Expertis: Athletics
Prof: Medicine
Lvl 8 APL: +2 STR


2023-10-26 20:49 DDAL 10-04 Cold Benevolence 1 1 125 10 Robe of Useful Items, Glaive +1 Show

Teilnehmer:
Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) Arikatzi020 - Lerra Breavewalker - Goliath - Runenknight Fighter lvl 4 - none
(4) Jannis D. - Loopy Oneclaw - Tabaxi - Celestial Warlock 4
(4) Raimundo_O - Marinus - Plasmoid - Fighter 1 -Fathomles Warlock 3- none


Info:
Singing Gir, auserhalb von Goodmet (Gesang und Töpferei)
Sappa Ever-Watching, Hermet, beobachtet Icewindal von einer Bergspitze aus. (verziertes Teleskop schenken)
Lor the Timid, zurückgezogen in der nähe von Dogens hole in der Nähe der 20 Steine.


Drinking Song
This morbid drinking song is a favorite in the town of Good Mead:
“Dig It Up, Doddie”

In a tavern out in Ten-Towns,
A foolish fisher sat with glee.
They’d set about to catch some trout
With their loyal dog, Doddie.

Now, Doddie had some big paws.
The mutt was born to track and dig.
But Doddie worried for the fisher
As they took another swig.

Dig it up, dig it up, dig it up, Doddie!
I hear the fishing’s great.
Dig it up, dig it up, dig it up, Doddie!
Before it gets too late.

When the fisher left the tavern,
They dropped their tackle in the snow.
Well, they’d had too much that evening
And they needed Doddie’s nose.

Dig it up, dig it up, dig it up, Doddie! The fishing will not last.
Dig it up, dig it up, dig it up, Doddie! Before the time has passed.

Well, a blizzard came a-blowing,
And the fisher paid their price.
As they hurried off the frozen lake,
They fell into the ice.

Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate.
Dig ’em up, dig ’em up, dig ’em up, Doddie! Before it is too late.


Loot: 125gp
1x Potion of Cold Resistance


Robe of Useful Items
Wondrous item, uncommon

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
Hempen rope (50 feet, coiled)

In addition, the robe has seven other patches.

The DM chooses the patches or determines them randomly:

2x 2 mastiff
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
Portable ram
Spell Scroll of Revivfy


1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette.


Story Award: Charm of Singing Gir
The characters earn this story award if they persuade Singing Gir to aid them.


Story Award: Charm of Lor the Timid
The characters earn this story award if they persuade Lor the Timid to aid them


Story Award: Charm of Sappa Ever-Watching
The characters earn this story award if they persuade Sappa Ever-Watching to aid them.


+1 lvl 5 Runenknight
Lvl 5 Magic Item Chose:

Glaive +1
Weapon (glaive), uncommon

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.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


2023-09-12 19:36 DDAL10-03 Divining Evil 1 150 10 Show

Teilnehmer:
(4) - Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) - Brennjie - Stella, the Lucky - Human (Variant) - Rogue 4 - none
(4) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 4 - no faction
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Info:
Rikuur - Toter Hirte
Kaskur - Bester Jäger
Old Goat - Älteste des Clans
.
Grakal - Herz der Gruppe in Wohnraum
Nararhak - Gehirn der Gruppe in der Kriechkammer
Thugeo - Muskel der Gruppe in der Goat Ball Arena
.
Lerra zog aus der Wandzeichnung einen Chardalyn Splitter.


Loot: 150gp
1x Potion of Healing
1x Stachel eines Manticors (Trinket)


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.
.
Glaive of Warning
The Pulsating Scales of a Remorhaz have been crafted into the Glaive's blade. If someone speaks Giant: "Hiatea Flame shines". The blade begins to burn and the scales pulsate full of energy.

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
Wondrous item, uncommon (requires attunement)

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.


2023-09-09 20:00 DDAL10-02 Gnashing Teeth 1 125 10 Sending Stones Show

Teilnehmer:
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4 - none
(4) Eklan - Amrun Echuirion - High Elf - Wizard 4
Captain Blackeye - Gorim Eisenbart - Mountain Dwarf - Fighter 2 - none
(4)Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Infos:
Elk Stalker erzählt, wie sie sich im Hungerjahr des brüchigen Eises ihren Namen verdiente, indem sie weit umherzog, um dem Clan Fleisch nach Hause zu bringen. Die Spieler erfahren, dass die Zeiten für den Clan hart sind; die Nahrung wird knapp und es nur wenig Wild in der Gegend gibt.


Old Goat - Älteste
Kaskur - Bester Jäger des Clans
Rikuur - Hirte und angesehner Mentor
Kugan Windwhisper - Druide des Clans


Loot: 125 gp
1x Potion of Healing
1x Potion of Water Breathing
Trinket: Pelz eines Winterwolfels mit angesenten Pfotenfesseln (Wo die Firesackels von Lerra in fesselten)


Sending Stones
Wondrous item, uncommon

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.


2023-05-17 11:34 Trade Log -5 Sentinel Shield > Glaive of Warning Show Trade Log

Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055878

2023-03-17 21:18 Trade Log -5 Hew > Quiver of Ehlonna Show Trade Log

Trade with Pado Megnuson https://www.adventurersleaguelog.com/users/41875/characters/103190/trade_log_entries/1044793

2022-12-18 19:01 DDEP10-01 Terror in Ten Towns 1 240 10 Show

Teilnehmer:
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(4) happy - Adric - Highelf - Wizard(Order of Scribes) 4 - none
(4) Raimundo_O- Winfried Durnwald- V.Human- Fighter 1 War Wizard 3- Harpers
(4) Yaidz - Clerjak - Dragonborn - Ranger 3 Cleric 1
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4


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
overcome the worst enemy—the towns’ distrust of one another?


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
The details below may offer players insight on how their characters could assist Caer-Konig fortify against assault.

Building Fortifications
Caer-Konig’s fortifications once consisted of wooden palisades, but those are long gone. Then, Fort Konig was built, but now lies in ruins. However, there’s ample stone and wood to rebuild those fortifications, and wily defenders could build traps to slow invaders’ descent down the terraces.

Gathering Provisions
Caer-Konig gets much of its food from fishing, but caves in the side of the terraces might lead to subterranean sources of food, such as mushrooms and rothé.

Equipping and Training Defenders
The citizenry looks up to Speaker Trovus. They might be convinced to follow his example and take up bow and spear in defense of their town.


Boni Gained:
__
Each hero has advantage on attacks during the first round of combat and when enemies are added to a wave.
__
Each hero is gifted with use of the Lucky feat for this fight
only. This stacks for characters already possessing the
Lucky feat.
__
Each hero has advantage on saving throws against
environmental effects.
__
Each hero is given two potions of healing for use during
the fight.


Loot: 240gp
x2 Potions of Healing

2022-12-18 13:38 Trade Log -5 Quiver of Ehlonna > Goggles Of Night Show Trade Log

Trade with Neve https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/970282

2022-12-11 16:45 Purchase Log -100 Show Purchase

Lerra hat ihre Glaive versilbern lassen für 100gp

2022-11-22 18:19 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 53 10 Sentinel Shield Show

Teilnehmer:
(2) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druide, Zirkel des Mondes - lvl 2
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(1) Madlolaz - Fridolin - Human- Fighter - keine Erfahrung mit den Modul
(4) Christian K. - Amartola - Half Elf - Arteficer 4


Loot: 53 gp
1xPotion of Necrotic Resistance


Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2

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


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

Teilnehmer:
Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid1
Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4
FlyPower - Faenys - Tiefling - Druid - 1
Folk2K - Sil - V.Human - Artificer3
Marco M. - Dunkelstreif - Tabaxi - Bard (3)


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
.
Story Award:
Downtime Activity: It’s a Princess Cut.
Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same.


Ilmater’s Bleeding Heart (Periapt of Wound Closure)
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.


2022-10-16 00:43 Trade Log -5 Instrument of the Bards: Macfuirmidh Cittern > Cloak of Protection Show Trade Log

Tradet with Ssakiel https://www.adventurersleaguelog.com/users/36450/characters/92670/trade_log_entries/956562

2022-04-03 18:21 CCC-THENT01-03 The Dreaming Relic T1 1 78.57 10 Instrument of the Bards: Macfuirmidh Cittern Show

Teilnehmer
- (4)Arikazi020 - Lerra Bravewalker - Goliath - Runen Knight Fighter 4 - none
- (4) Raimund O. - Murmel - Paladin 2 Sorcerer 2 - none
- (4) Cookie - Cookie - Fairy - Druid of Shepard 3 Lif Cleric 1 - Emerald Enclave
- (4) thebaconing - Healing Thunder - Half-Orc - Cleric 4 -none
- (4) Madlech - Gomo Nimblebranch - Ghostwise Halfling - College of Lore Bard 4
- (4)Folk2K - Tyla - TCL Half Aasimar - Bard 4 - none
- (4) Manfred Hase - Hela Tha‘Nathas - VHuman - Grave Cleric 4 - none


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:
1x Potion of Healing
1x Potion of Growth
1x Scroll of Comprehend Language
1x Scroll of Gentle Repose
1x Scroll of Tenser's Floating Disk


Story Award

KNOWLEDGE OF THE VAULT
You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.


2022-04-02 23:04 Trade Log -162.5 Show Trade Log

****gekauft 1x Splint Armor -200gp
verkauft 1x Chain Mail (75 neu Preis) +37,5gp

2022-03-31 22:55 CCC-ARCON01-02 A Whale of a Tale 2 90 10 Lantern of Revealing Show

Teilnehmer
(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


The Reference Guide to the Libraries of the Moonsea
The World’s Largest Carrot.
Cockatrice Wings Eating Contest.
Granny Smiths Pie-Baking Contest.
Arm Wrestling.
Insult Contest.


Lantern of Revealing
Wondrous item, uncommon

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
Adventuring gear (potion), uncommon

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.


2022-03-31 19:30 CCC-ARCON01-01 Forest Song 1 39.5 10 Immovable Rod Show

Teilnehmer

(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


Creature Information
(3) Mira Tellerman (weiblicher Mensch)
hat zwei Wagen mit Eisenbeladen
Begleitet von zwei Gehilfen:

ihren Sohn Niar (männlicher Mensch)
Tharkor (männlicher Zwerg)
(6) Meister Kieran (männlicher Mensch)

hat zwei Hauswagen für seine Gauklertruppe
darunter:

Olos (männlicher Mensch), der Barde
Olga (weiblicher Mensch)
Pietr (männlicher Mensch)
Kaylee (weiblicher Mensch)
Rinna (weiblicher Halb-Ork).
(3) Isa Keller (weiblicher Mensch Adlige)

hat einen Hauswagen
sie reist mit:

ihrer Tochter Silla (weiblicher Mensch)
ihrem Wächter Juri (männlicher Mensch)
(1) Bethazer (männlicher Mensch) ist ein Tuchhändler mit einem Wagen.
(1) Burr (männlicher Mensch) ist ein alter Hausierer, der einen Handkarren schiebt.
(2) Robert (männlicher Mensch) und Brinn (männlicher Mensch) sind mittellose Arbeiter, die zum Schutz mit der Karawane gehen.


2022-03-28 01:12 Catching up and Shopping 1 -127.5 -10 Show

x 1lvl für Runen Knight -10 Downtime
lvl 4 Feat Chose: Polearm Master

gekauft:
x 5 Javelin -25 sp
5x Healers Kit - 25gp
2x Potion of Healing - 100gp

2022-03-27 19:02 DDAL10-00 Ice Road Tracker 1 1 20 -4 Boots of False Tracks, Unbreakable Arrow, Smoldering Armor Show

Teilnehmer

(2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none
(1) Ebon- Sir Thorn Loveborn - Harengon- Paladin lvl1 -none
(1) Dixer - Thotham Horncarver Akannathi - Goliath - Barbarian 1 - none
(4) Raimund O. - Murmel - Paladin 2 - Sorcerer 2 - none
(1) Amiyano - Sachiko - Fairy - Bard Lvl 1 - none


2x Potion of Healing verbraucht
gekauft bei den Reghed Wolf Tribe:
- 10gp Clothing, cold weather
- 4 gp Crampons und Snowshoes


Unbreakable Arrow
Weapon (arrow), common

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.
Xanathar’s Guide to Everything, p. 139


Boots of False Tracks
Wondrous item, common

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
Armor (studded leather), common

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.
.

Erwachen


Ein 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.
,
"Mein Kind deine Zeit ist noch nicht gekommen. Du hast noch einige Aufgaben zu erledigen und wirst in der Welt der Lebenden weiter gebraucht."
,
Der flammender Spear berührte die Stirn der Jungen Goliaht und als sie ihre Augen aufschlug lag sie in einer Halle auf gebart wie eine Tote. Sie war leicht verwirrt und erinnerte sich nur langsam was geschehe war, doch was sie genau wusste, war das sie gestorben war. "Anscheinend will jemand noch nicht das ich gehe." flüsterte sie leise zu sich selbst. Eine Rune leuchtete, auf die sich auf ihrer Hand befand. "Hoffentlich sagt ihr mir, was ich tun soll." Sie stand auf und anscheinend hatten sie sie zusammen mit ihrer Ausrüstung in der Leichenhalle gelagert. Um sie herum Waren noch 3 weitere Leichen zu sehen... Ihre Gefährten, die sie zu ihren Letzen Abenteuer begleitet hatten, lagen ebenfalls hier. Sie sah sie traurig an und dachte bei sich: "Nie wieder werde ich so versagen meine Gefährten zu beschützen.... Auch wenn ich sie nicht gut kannte, hatten sie das nicht verdient." Als sie sich schon gen Ausgang drehte begann sie Stimmen zuhören. Sie versteckte sich schnell in einer dunklen Nische. "Ich glaube nicht, dass es normal ist das eine tote einfach wieder aufsteht. Ich sollte mich wohl erst mal verstecken und sammeln." Die Stimmen wurden lauter und mehrere Personen betraten den Raum. Sie begutachteten die Toten. Als die Leute so weit in den Raum gegangen waren das, sie sich sicher hinter ihnen aus dem Leichenhalle schleichen konnte, beeilte sie sich ungesehen zu verschwinden. Sie hörte nichts mehr von den aufgeregten Stimmen, die in der Stille der Nacht verhallten.
.
,
Nach einer Stunde durch die Stadt wandern entschied sie sich in einer schäbigen Hütte zu rasten. Die Tür war angelehnt und keiner war in Sichtweite. Anscheinend war dies eine Art Lager gewesen für Feuerholz und dergleichen. Als sie es sich gemütlich gemacht hatte, kontrollierte sie ihre Ausrüstung. Alles war da von ihrer Glaive bis hin zu ihren Tools. Nichts fehlt zum Glück dachte sie sich. Wenn andere Abenteuer sie geborgen haben, waren sie wohl nicht gierig. Sie schüttete aus ihrer Magischen Kettel Wasser in ihren kleinen Kessel, den sie mitführte. Als das Wasser sich beruhigte blinzelte sie kurz. Sie war wieder Jung! Sie hatte zwar einige Narben und eines ihrer Augen war statt Silber weiß als wäre sie blind, doch sie konnte keine Probleme mit ihrer Sicht feststellen. "Anscheinend war da jemand sehr gnädig mit mir. Naja, an die Narben kann man sich gewöhnen. Schauen gar nicht so schlecht aus." Sie begutachtete sich eine Weile und war froh ihr richtiges alter wieder zu haben. Die Narben und das Auge waren für sie kein Problem da sie davon ausging das sie irgendwann welche bekam. Auch wenn es sie permanent an ihr versagen erinnern würde war es doch besser als Alt und Tot zu sein. Sie wusch sich und kümmerte sich noch etwas um ihre Ausrüstung, bis sie sich endlich schlafen legte. Der nächste Morgen wird wieder ein neues Abenteuer bringen!


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.


Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2026-01-31 13:19 Reworkt Starting Log and Rest Changes for 2024 Rules Show

Lerra Bravewalker


Size: 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:
Race: Goliath
Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet
Giant Ancestry.: Fire’s Burn (Fire Giant), Large Form, Powerful Build.
Ability Score Point ´Buy:
St 15 (+2+1+1+1), Dex 10, Con 15 (+1), Int 8, Wis 14, Cha 8


Fighter (PHB)
Proficiency: Saving Throw: Strength, Constitution
Proficiency Weapon: Simple Weapons, Martial Weapons
Proficiency Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Choose Fighting Style, Second Wind, Weapon Mastery
Skill Proficiencies: Animal Handling, Athletics
lvl 2 bis 19:
2: Action Surge, Tactical Mind
3: Chosen Subclass - Runen Knight
Proficiency Tool: Smith's Tools
Proficiency Languages: Giant
Rune Carver, Giant’s Might
4: Level 4 Feat: Selected: Great Weapon Master +1 Str
5: Fighter Extra Attack, Tactical Shift
6: Level 6 Feat: Selected: Mage Slayer +1 Str
7: Rune Carver (7), Runic Shield
8: Level 8 Feat: Selected: Skill Expert +1 Str
Skill Proficiencies: Sleight of Hand
Skill Expertise: Athletics
9: Indomitable, Tactical Master


Lost Childe of Wyrmdoom Crag (Reghed Tribe Member)
(Adoptiert)
Source: Ability +2, one +1
Chose: Str +2, Con +1
Skill Proficiencies: Survival, Perception
Tool Proficiencies: Horn , Leatherworker's Tools
Language Proficiencies: Common, Dwarvish, Draconic
Feat: Tough


Fighter Starting Equipment:
Chain Mail (1), Greatsword (1), Flail (1), Javelin (8), Dungeoneer's Pack (1)
A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a Gaming Set of your choice (Dice Set), and a pouch containing the remainder of your last wages (8 gp)


Biography


Lerra Bravewalker
Daughter of Frost, Bearer of Flame
Prologue – The Echo of the Forge

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.


2023-11-23 19:12 DDAL10-05 A Blight in the Darkness 1 10 Show

Teilnehmer:
(8) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 8 - none
(8) Claudia - Inaphina Fimplezimple - Forest Gnome - Ranger 8
KaNarlist - Cellica Le'Quella - Elf - Wizard 10 - Harpers
(10) Madlech - Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10
(8) Folk2K - Guttrr - Half-Orc - Babarian - none


Loot: 1000 gp
1x Potion of Resistance (acid)
1x Spell Scroll of Spider Climb


Wand of Pyrotechnics
Wand, common

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)
Armor (breastplate), rare (requires attunement)

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


2023-11-23 10:17 Catching up -30 Show

  • 3 lvl Runen Knight

(Lerra trainiert hart bei den Thunlakalaka um sich dem Beast erneut stärker stellen zu können. Und diesmal siegreich aus den Kampf gehen zu können.)
.
Lvl 6 APL:
Skill Expert Feat: +1 STR
Expertis: Athletics
Prof: Medicine
Lvl 8 APL: +2 STR


2023-10-26 20:49 DDAL 10-04 Cold Benevolence 1 10 Show

Teilnehmer:
Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) Arikatzi020 - Lerra Breavewalker - Goliath - Runenknight Fighter lvl 4 - none
(4) Jannis D. - Loopy Oneclaw - Tabaxi - Celestial Warlock 4
(4) Raimundo_O - Marinus - Plasmoid - Fighter 1 -Fathomles Warlock 3- none


Info:
Singing Gir, auserhalb von Goodmet (Gesang und Töpferei)
Sappa Ever-Watching, Hermet, beobachtet Icewindal von einer Bergspitze aus. (verziertes Teleskop schenken)
Lor the Timid, zurückgezogen in der nähe von Dogens hole in der Nähe der 20 Steine.


Drinking Song
This morbid drinking song is a favorite in the town of Good Mead:
“Dig It Up, Doddie”

In a tavern out in Ten-Towns,
A foolish fisher sat with glee.
They’d set about to catch some trout
With their loyal dog, Doddie.

Now, Doddie had some big paws.
The mutt was born to track and dig.
But Doddie worried for the fisher
As they took another swig.

Dig it up, dig it up, dig it up, Doddie!
I hear the fishing’s great.
Dig it up, dig it up, dig it up, Doddie!
Before it gets too late.

When the fisher left the tavern,
They dropped their tackle in the snow.
Well, they’d had too much that evening
And they needed Doddie’s nose.

Dig it up, dig it up, dig it up, Doddie! The fishing will not last.
Dig it up, dig it up, dig it up, Doddie! Before the time has passed.

Well, a blizzard came a-blowing,
And the fisher paid their price.
As they hurried off the frozen lake,
They fell into the ice.

Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate.
Dig ’em up, dig ’em up, dig ’em up, Doddie! Before it is too late.


Loot: 125gp
1x Potion of Cold Resistance


Robe of Useful Items
Wondrous item, uncommon

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
Hempen rope (50 feet, coiled)

In addition, the robe has seven other patches.

The DM chooses the patches or determines them randomly:

2x 2 mastiff
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
Portable ram
Spell Scroll of Revivfy


1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette.


Story Award: Charm of Singing Gir
The characters earn this story award if they persuade Singing Gir to aid them.


Story Award: Charm of Lor the Timid
The characters earn this story award if they persuade Lor the Timid to aid them


Story Award: Charm of Sappa Ever-Watching
The characters earn this story award if they persuade Sappa Ever-Watching to aid them.


+1 lvl 5 Runenknight
Lvl 5 Magic Item Chose:

Glaive +1
Weapon (glaive), uncommon

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.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


2023-09-12 19:36 DDAL10-03 Divining Evil 1 10 Show

Teilnehmer:
(4) - Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) - Brennjie - Stella, the Lucky - Human (Variant) - Rogue 4 - none
(4) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 4 - no faction
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Info:
Rikuur - Toter Hirte
Kaskur - Bester Jäger
Old Goat - Älteste des Clans
.
Grakal - Herz der Gruppe in Wohnraum
Nararhak - Gehirn der Gruppe in der Kriechkammer
Thugeo - Muskel der Gruppe in der Goat Ball Arena
.
Lerra zog aus der Wandzeichnung einen Chardalyn Splitter.


Loot: 150gp
1x Potion of Healing
1x Stachel eines Manticors (Trinket)


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.
.
Glaive of Warning
The Pulsating Scales of a Remorhaz have been crafted into the Glaive's blade. If someone speaks Giant: "Hiatea Flame shines". The blade begins to burn and the scales pulsate full of energy.

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
Wondrous item, uncommon (requires attunement)

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.


2023-09-09 20:00 DDAL10-02 Gnashing Teeth 1 10 Show

Teilnehmer:
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4 - none
(4) Eklan - Amrun Echuirion - High Elf - Wizard 4
Captain Blackeye - Gorim Eisenbart - Mountain Dwarf - Fighter 2 - none
(4)Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Infos:
Elk Stalker erzählt, wie sie sich im Hungerjahr des brüchigen Eises ihren Namen verdiente, indem sie weit umherzog, um dem Clan Fleisch nach Hause zu bringen. Die Spieler erfahren, dass die Zeiten für den Clan hart sind; die Nahrung wird knapp und es nur wenig Wild in der Gegend gibt.


Old Goat - Älteste
Kaskur - Bester Jäger des Clans
Rikuur - Hirte und angesehner Mentor
Kugan Windwhisper - Druide des Clans


Loot: 125 gp
1x Potion of Healing
1x Potion of Water Breathing
Trinket: Pelz eines Winterwolfels mit angesenten Pfotenfesseln (Wo die Firesackels von Lerra in fesselten)


Sending Stones
Wondrous item, uncommon

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.


2023-05-17 11:34 Trade Log -5 Show Trade Log

Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055878

2023-03-17 21:18 Trade Log -5 Show Trade Log

Trade with Pado Megnuson https://www.adventurersleaguelog.com/users/41875/characters/103190/trade_log_entries/1044793

2022-12-18 19:01 DDEP10-01 Terror in Ten Towns 1 10 Show

Teilnehmer:
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(4) happy - Adric - Highelf - Wizard(Order of Scribes) 4 - none
(4) Raimundo_O- Winfried Durnwald- V.Human- Fighter 1 War Wizard 3- Harpers
(4) Yaidz - Clerjak - Dragonborn - Ranger 3 Cleric 1
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4


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
overcome the worst enemy—the towns’ distrust of one another?


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
The details below may offer players insight on how their characters could assist Caer-Konig fortify against assault.

Building Fortifications
Caer-Konig’s fortifications once consisted of wooden palisades, but those are long gone. Then, Fort Konig was built, but now lies in ruins. However, there’s ample stone and wood to rebuild those fortifications, and wily defenders could build traps to slow invaders’ descent down the terraces.

Gathering Provisions
Caer-Konig gets much of its food from fishing, but caves in the side of the terraces might lead to subterranean sources of food, such as mushrooms and rothé.

Equipping and Training Defenders
The citizenry looks up to Speaker Trovus. They might be convinced to follow his example and take up bow and spear in defense of their town.


Boni Gained:
__
Each hero has advantage on attacks during the first round of combat and when enemies are added to a wave.
__
Each hero is gifted with use of the Lucky feat for this fight
only. This stacks for characters already possessing the
Lucky feat.
__
Each hero has advantage on saving throws against
environmental effects.
__
Each hero is given two potions of healing for use during
the fight.


Loot: 240gp
x2 Potions of Healing

2022-12-18 13:38 Trade Log -5 Show Trade Log

Trade with Neve https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/970282

2022-12-11 16:45 Purchase Log Show Purchase

Lerra hat ihre Glaive versilbern lassen für 100gp

2022-11-22 18:19 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 10 Show

Teilnehmer:
(2) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druide, Zirkel des Mondes - lvl 2
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(1) Madlolaz - Fridolin - Human- Fighter - keine Erfahrung mit den Modul
(4) Christian K. - Amartola - Half Elf - Arteficer 4


Loot: 53 gp
1xPotion of Necrotic Resistance


Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2

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


2022-11-21 19:00 CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack 1 10 Show

Teilnehmer:
Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid1
Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4
FlyPower - Faenys - Tiefling - Druid - 1
Folk2K - Sil - V.Human - Artificer3
Marco M. - Dunkelstreif - Tabaxi - Bard (3)


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
.
Story Award:
Downtime Activity: It’s a Princess Cut.
Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same.


Ilmater’s Bleeding Heart (Periapt of Wound Closure)
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.


2022-10-16 00:43 Trade Log -5 Show Trade Log

Tradet with Ssakiel https://www.adventurersleaguelog.com/users/36450/characters/92670/trade_log_entries/956562

2022-04-03 18:21 CCC-THENT01-03 The Dreaming Relic T1 1 10 Show

Teilnehmer
- (4)Arikazi020 - Lerra Bravewalker - Goliath - Runen Knight Fighter 4 - none
- (4) Raimund O. - Murmel - Paladin 2 Sorcerer 2 - none
- (4) Cookie - Cookie - Fairy - Druid of Shepard 3 Lif Cleric 1 - Emerald Enclave
- (4) thebaconing - Healing Thunder - Half-Orc - Cleric 4 -none
- (4) Madlech - Gomo Nimblebranch - Ghostwise Halfling - College of Lore Bard 4
- (4)Folk2K - Tyla - TCL Half Aasimar - Bard 4 - none
- (4) Manfred Hase - Hela Tha‘Nathas - VHuman - Grave Cleric 4 - none


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:
1x Potion of Healing
1x Potion of Growth
1x Scroll of Comprehend Language
1x Scroll of Gentle Repose
1x Scroll of Tenser's Floating Disk


Story Award

KNOWLEDGE OF THE VAULT
You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.


2022-04-02 23:04 Trade Log Show Trade Log

****gekauft 1x Splint Armor -200gp
verkauft 1x Chain Mail (75 neu Preis) +37,5gp

2022-03-31 22:55 CCC-ARCON01-02 A Whale of a Tale 2 10 Show

Teilnehmer
(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


The Reference Guide to the Libraries of the Moonsea
The World’s Largest Carrot.
Cockatrice Wings Eating Contest.
Granny Smiths Pie-Baking Contest.
Arm Wrestling.
Insult Contest.


Lantern of Revealing
Wondrous item, uncommon

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
Adventuring gear (potion), uncommon

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.


2022-03-31 19:30 CCC-ARCON01-01 Forest Song 1 10 Show

Teilnehmer

(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


Creature Information
(3) Mira Tellerman (weiblicher Mensch)
hat zwei Wagen mit Eisenbeladen
Begleitet von zwei Gehilfen:

ihren Sohn Niar (männlicher Mensch)
Tharkor (männlicher Zwerg)
(6) Meister Kieran (männlicher Mensch)

hat zwei Hauswagen für seine Gauklertruppe
darunter:

Olos (männlicher Mensch), der Barde
Olga (weiblicher Mensch)
Pietr (männlicher Mensch)
Kaylee (weiblicher Mensch)
Rinna (weiblicher Halb-Ork).
(3) Isa Keller (weiblicher Mensch Adlige)

hat einen Hauswagen
sie reist mit:

ihrer Tochter Silla (weiblicher Mensch)
ihrem Wächter Juri (männlicher Mensch)
(1) Bethazer (männlicher Mensch) ist ein Tuchhändler mit einem Wagen.
(1) Burr (männlicher Mensch) ist ein alter Hausierer, der einen Handkarren schiebt.
(2) Robert (männlicher Mensch) und Brinn (männlicher Mensch) sind mittellose Arbeiter, die zum Schutz mit der Karawane gehen.


2022-03-28 01:12 Catching up and Shopping -10 Show

x 1lvl für Runen Knight -10 Downtime
lvl 4 Feat Chose: Polearm Master

gekauft:
x 5 Javelin -25 sp
5x Healers Kit - 25gp
2x Potion of Healing - 100gp

2022-03-27 19:02 DDAL10-00 Ice Road Tracker 1 -4 Show

Teilnehmer

(2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none
(1) Ebon- Sir Thorn Loveborn - Harengon- Paladin lvl1 -none
(1) Dixer - Thotham Horncarver Akannathi - Goliath - Barbarian 1 - none
(4) Raimund O. - Murmel - Paladin 2 - Sorcerer 2 - none
(1) Amiyano - Sachiko - Fairy - Bard Lvl 1 - none


2x Potion of Healing verbraucht
gekauft bei den Reghed Wolf Tribe:
- 10gp Clothing, cold weather
- 4 gp Crampons und Snowshoes


Unbreakable Arrow
Weapon (arrow), common

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.
Xanathar’s Guide to Everything, p. 139


Boots of False Tracks
Wondrous item, common

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
Armor (studded leather), common

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.
.

Erwachen


Ein 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.
,
"Mein Kind deine Zeit ist noch nicht gekommen. Du hast noch einige Aufgaben zu erledigen und wirst in der Welt der Lebenden weiter gebraucht."
,
Der flammender Spear berührte die Stirn der Jungen Goliaht und als sie ihre Augen aufschlug lag sie in einer Halle auf gebart wie eine Tote. Sie war leicht verwirrt und erinnerte sich nur langsam was geschehe war, doch was sie genau wusste, war das sie gestorben war. "Anscheinend will jemand noch nicht das ich gehe." flüsterte sie leise zu sich selbst. Eine Rune leuchtete, auf die sich auf ihrer Hand befand. "Hoffentlich sagt ihr mir, was ich tun soll." Sie stand auf und anscheinend hatten sie sie zusammen mit ihrer Ausrüstung in der Leichenhalle gelagert. Um sie herum Waren noch 3 weitere Leichen zu sehen... Ihre Gefährten, die sie zu ihren Letzen Abenteuer begleitet hatten, lagen ebenfalls hier. Sie sah sie traurig an und dachte bei sich: "Nie wieder werde ich so versagen meine Gefährten zu beschützen.... Auch wenn ich sie nicht gut kannte, hatten sie das nicht verdient." Als sie sich schon gen Ausgang drehte begann sie Stimmen zuhören. Sie versteckte sich schnell in einer dunklen Nische. "Ich glaube nicht, dass es normal ist das eine tote einfach wieder aufsteht. Ich sollte mich wohl erst mal verstecken und sammeln." Die Stimmen wurden lauter und mehrere Personen betraten den Raum. Sie begutachteten die Toten. Als die Leute so weit in den Raum gegangen waren das, sie sich sicher hinter ihnen aus dem Leichenhalle schleichen konnte, beeilte sie sich ungesehen zu verschwinden. Sie hörte nichts mehr von den aufgeregten Stimmen, die in der Stille der Nacht verhallten.
.
,
Nach einer Stunde durch die Stadt wandern entschied sie sich in einer schäbigen Hütte zu rasten. Die Tür war angelehnt und keiner war in Sichtweite. Anscheinend war dies eine Art Lager gewesen für Feuerholz und dergleichen. Als sie es sich gemütlich gemacht hatte, kontrollierte sie ihre Ausrüstung. Alles war da von ihrer Glaive bis hin zu ihren Tools. Nichts fehlt zum Glück dachte sie sich. Wenn andere Abenteuer sie geborgen haben, waren sie wohl nicht gierig. Sie schüttete aus ihrer Magischen Kettel Wasser in ihren kleinen Kessel, den sie mitführte. Als das Wasser sich beruhigte blinzelte sie kurz. Sie war wieder Jung! Sie hatte zwar einige Narben und eines ihrer Augen war statt Silber weiß als wäre sie blind, doch sie konnte keine Probleme mit ihrer Sicht feststellen. "Anscheinend war da jemand sehr gnädig mit mir. Naja, an die Narben kann man sich gewöhnen. Schauen gar nicht so schlecht aus." Sie begutachtete sich eine Weile und war froh ihr richtiges alter wieder zu haben. Die Narben und das Auge waren für sie kein Problem da sie davon ausging das sie irgendwann welche bekam. Auch wenn es sie permanent an ihr versagen erinnern würde war es doch besser als Alt und Tot zu sein. Sie wusch sich und kümmerte sich noch etwas um ihre Ausrüstung, bis sie sich endlich schlafen legte. Der nächste Morgen wird wieder ein neues Abenteuer bringen!


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.


Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2026-01-31 13:19 Reworkt Starting Log and Rest Changes for 2024 Rules Show

Lerra Bravewalker


Size: 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:
Race: Goliath
Creature Type: Humanoid
Size: Medium (about 7–8 feet tall)
Speed: 35 feet
Giant Ancestry.: Fire’s Burn (Fire Giant), Large Form, Powerful Build.
Ability Score Point ´Buy:
St 15 (+2+1+1+1), Dex 10, Con 15 (+1), Int 8, Wis 14, Cha 8


Fighter (PHB)
Proficiency: Saving Throw: Strength, Constitution
Proficiency Weapon: Simple Weapons, Martial Weapons
Proficiency Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Choose Fighting Style, Second Wind, Weapon Mastery
Skill Proficiencies: Animal Handling, Athletics
lvl 2 bis 19:
2: Action Surge, Tactical Mind
3: Chosen Subclass - Runen Knight
Proficiency Tool: Smith's Tools
Proficiency Languages: Giant
Rune Carver, Giant’s Might
4: Level 4 Feat: Selected: Great Weapon Master +1 Str
5: Fighter Extra Attack, Tactical Shift
6: Level 6 Feat: Selected: Mage Slayer +1 Str
7: Rune Carver (7), Runic Shield
8: Level 8 Feat: Selected: Skill Expert +1 Str
Skill Proficiencies: Sleight of Hand
Skill Expertise: Athletics
9: Indomitable, Tactical Master


Lost Childe of Wyrmdoom Crag (Reghed Tribe Member)
(Adoptiert)
Source: Ability +2, one +1
Chose: Str +2, Con +1
Skill Proficiencies: Survival, Perception
Tool Proficiencies: Horn , Leatherworker's Tools
Language Proficiencies: Common, Dwarvish, Draconic
Feat: Tough


Fighter Starting Equipment:
Chain Mail (1), Greatsword (1), Flail (1), Javelin (8), Dungeoneer's Pack (1)
A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a Gaming Set of your choice (Dice Set), and a pouch containing the remainder of your last wages (8 gp)


Biography


Lerra Bravewalker
Daughter of Frost, Bearer of Flame
Prologue – The Echo of the Forge

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.


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

Teilnehmer:
(8) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 8 - none
(8) Claudia - Inaphina Fimplezimple - Forest Gnome - Ranger 8
KaNarlist - Cellica Le'Quella - Elf - Wizard 10 - Harpers
(10) Madlech - Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10
(8) Folk2K - Guttrr - Half-Orc - Babarian - none


Loot: 1000 gp
1x Potion of Resistance (acid)
1x Spell Scroll of Spider Climb


Wand of Pyrotechnics
Wand, common

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)
Armor (breastplate), rare (requires attunement)

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


2023-11-23 10:17 Catching up -30 Show

  • 3 lvl Runen Knight

(Lerra trainiert hart bei den Thunlakalaka um sich dem Beast erneut stärker stellen zu können. Und diesmal siegreich aus den Kampf gehen zu können.)
.
Lvl 6 APL:
Skill Expert Feat: +1 STR
Expertis: Athletics
Prof: Medicine
Lvl 8 APL: +2 STR


2023-10-26 20:49 DDAL 10-04 Cold Benevolence 1 125 10 Robe of Useful Items, Glaive +1 Show

Teilnehmer:
Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) Arikatzi020 - Lerra Breavewalker - Goliath - Runenknight Fighter lvl 4 - none
(4) Jannis D. - Loopy Oneclaw - Tabaxi - Celestial Warlock 4
(4) Raimundo_O - Marinus - Plasmoid - Fighter 1 -Fathomles Warlock 3- none


Info:
Singing Gir, auserhalb von Goodmet (Gesang und Töpferei)
Sappa Ever-Watching, Hermet, beobachtet Icewindal von einer Bergspitze aus. (verziertes Teleskop schenken)
Lor the Timid, zurückgezogen in der nähe von Dogens hole in der Nähe der 20 Steine.


Drinking Song
This morbid drinking song is a favorite in the town of Good Mead:
“Dig It Up, Doddie”

In a tavern out in Ten-Towns,
A foolish fisher sat with glee.
They’d set about to catch some trout
With their loyal dog, Doddie.

Now, Doddie had some big paws.
The mutt was born to track and dig.
But Doddie worried for the fisher
As they took another swig.

Dig it up, dig it up, dig it up, Doddie!
I hear the fishing’s great.
Dig it up, dig it up, dig it up, Doddie!
Before it gets too late.

When the fisher left the tavern,
They dropped their tackle in the snow.
Well, they’d had too much that evening
And they needed Doddie’s nose.

Dig it up, dig it up, dig it up, Doddie! The fishing will not last.
Dig it up, dig it up, dig it up, Doddie! Before the time has passed.

Well, a blizzard came a-blowing,
And the fisher paid their price.
As they hurried off the frozen lake,
They fell into the ice.

Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate.
Dig ’em up, dig ’em up, dig ’em up, Doddie! Before it is too late.


Loot: 125gp
1x Potion of Cold Resistance


Robe of Useful Items
Wondrous item, uncommon

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
Hempen rope (50 feet, coiled)

In addition, the robe has seven other patches.

The DM chooses the patches or determines them randomly:

2x 2 mastiff
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
Portable ram
Spell Scroll of Revivfy


1x Goodmead Mead (Mug) bekommen von einer gewonnenen Trinkwette.


Story Award: Charm of Singing Gir
The characters earn this story award if they persuade Singing Gir to aid them.


Story Award: Charm of Lor the Timid
The characters earn this story award if they persuade Lor the Timid to aid them


Story Award: Charm of Sappa Ever-Watching
The characters earn this story award if they persuade Sappa Ever-Watching to aid them.


+1 lvl 5 Runenknight
Lvl 5 Magic Item Chose:

Glaive +1
Weapon (glaive), uncommon

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.
Two-Handed.

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


2023-09-12 19:36 DDAL10-03 Divining Evil 1 150 10 Show

Teilnehmer:
(4) - Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4
(4) - Brennjie - Stella, the Lucky - Human (Variant) - Rogue 4 - none
(4) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 4 - no faction
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Info:
Rikuur - Toter Hirte
Kaskur - Bester Jäger
Old Goat - Älteste des Clans
.
Grakal - Herz der Gruppe in Wohnraum
Nararhak - Gehirn der Gruppe in der Kriechkammer
Thugeo - Muskel der Gruppe in der Goat Ball Arena
.
Lerra zog aus der Wandzeichnung einen Chardalyn Splitter.


Loot: 150gp
1x Potion of Healing
1x Stachel eines Manticors (Trinket)


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.
.
Glaive of Warning
The Pulsating Scales of a Remorhaz have been crafted into the Glaive's blade. If someone speaks Giant: "Hiatea Flame shines". The blade begins to burn and the scales pulsate full of energy.

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
Wondrous item, uncommon (requires attunement)

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.


2023-09-09 20:00 DDAL10-02 Gnashing Teeth 1 125 10 Sending Stones Show

Teilnehmer:
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4 - none
(4) Eklan - Amrun Echuirion - High Elf - Wizard 4
Captain Blackeye - Gorim Eisenbart - Mountain Dwarf - Fighter 2 - none
(4)Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none


Infos:
Elk Stalker erzählt, wie sie sich im Hungerjahr des brüchigen Eises ihren Namen verdiente, indem sie weit umherzog, um dem Clan Fleisch nach Hause zu bringen. Die Spieler erfahren, dass die Zeiten für den Clan hart sind; die Nahrung wird knapp und es nur wenig Wild in der Gegend gibt.


Old Goat - Älteste
Kaskur - Bester Jäger des Clans
Rikuur - Hirte und angesehner Mentor
Kugan Windwhisper - Druide des Clans


Loot: 125 gp
1x Potion of Healing
1x Potion of Water Breathing
Trinket: Pelz eines Winterwolfels mit angesenten Pfotenfesseln (Wo die Firesackels von Lerra in fesselten)


Sending Stones
Wondrous item, uncommon

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.


2023-05-17 11:34 Trade Log -5 Sentinel Shield > Glaive of Warning Show Trade Log

Tradet with Far https://www.adventurersleaguelog.com/users/36450/characters/93930/trade_log_entries/1055878

2023-03-17 21:18 Trade Log -5 Hew > Quiver of Ehlonna Show Trade Log

Trade with Pado Megnuson https://www.adventurersleaguelog.com/users/41875/characters/103190/trade_log_entries/1044793

2022-12-18 19:01 DDEP10-01 Terror in Ten Towns 1 240 10 Show

Teilnehmer:
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(4) happy - Adric - Highelf - Wizard(Order of Scribes) 4 - none
(4) Raimundo_O- Winfried Durnwald- V.Human- Fighter 1 War Wizard 3- Harpers
(4) Yaidz - Clerjak - Dragonborn - Ranger 3 Cleric 1
(4) Claudia N. - Inaphina Fimplezimple - Forest Gnome - Ranger 4


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
overcome the worst enemy—the towns’ distrust of one another?


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
The details below may offer players insight on how their characters could assist Caer-Konig fortify against assault.

Building Fortifications
Caer-Konig’s fortifications once consisted of wooden palisades, but those are long gone. Then, Fort Konig was built, but now lies in ruins. However, there’s ample stone and wood to rebuild those fortifications, and wily defenders could build traps to slow invaders’ descent down the terraces.

Gathering Provisions
Caer-Konig gets much of its food from fishing, but caves in the side of the terraces might lead to subterranean sources of food, such as mushrooms and rothé.

Equipping and Training Defenders
The citizenry looks up to Speaker Trovus. They might be convinced to follow his example and take up bow and spear in defense of their town.


Boni Gained:
__
Each hero has advantage on attacks during the first round of combat and when enemies are added to a wave.
__
Each hero is gifted with use of the Lucky feat for this fight
only. This stacks for characters already possessing the
Lucky feat.
__
Each hero has advantage on saving throws against
environmental effects.
__
Each hero is given two potions of healing for use during
the fight.


Loot: 240gp
x2 Potions of Healing

2022-12-18 13:38 Trade Log -5 Quiver of Ehlonna > Goggles Of Night Show Trade Log

Trade with Neve https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/970282

2022-12-11 16:45 Purchase Log -100 Show Purchase

Lerra hat ihre Glaive versilbern lassen für 100gp

2022-11-22 18:19 DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws 1 53 10 Sentinel Shield Show

Teilnehmer:
(2) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druide, Zirkel des Mondes - lvl 2
(4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4 - none
(1) Madlolaz - Fridolin - Human- Fighter - keine Erfahrung mit den Modul
(4) Christian K. - Amartola - Half Elf - Arteficer 4


Loot: 53 gp
1xPotion of Necrotic Resistance


Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2

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


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

Teilnehmer:
Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid1
Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight Fighter lvl 4
FlyPower - Faenys - Tiefling - Druid - 1
Folk2K - Sil - V.Human - Artificer3
Marco M. - Dunkelstreif - Tabaxi - Bard (3)


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
.
Story Award:
Downtime Activity: It’s a Princess Cut.
Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same.


Ilmater’s Bleeding Heart (Periapt of Wound Closure)
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.


2022-10-16 00:43 Trade Log -5 Instrument of the Bards: Macfuirmidh Cittern > Cloak of Protection Show Trade Log

Tradet with Ssakiel https://www.adventurersleaguelog.com/users/36450/characters/92670/trade_log_entries/956562

2022-04-03 18:21 CCC-THENT01-03 The Dreaming Relic T1 1 78.57 10 Instrument of the Bards: Macfuirmidh Cittern Show

Teilnehmer
- (4)Arikazi020 - Lerra Bravewalker - Goliath - Runen Knight Fighter 4 - none
- (4) Raimund O. - Murmel - Paladin 2 Sorcerer 2 - none
- (4) Cookie - Cookie - Fairy - Druid of Shepard 3 Lif Cleric 1 - Emerald Enclave
- (4) thebaconing - Healing Thunder - Half-Orc - Cleric 4 -none
- (4) Madlech - Gomo Nimblebranch - Ghostwise Halfling - College of Lore Bard 4
- (4)Folk2K - Tyla - TCL Half Aasimar - Bard 4 - none
- (4) Manfred Hase - Hela Tha‘Nathas - VHuman - Grave Cleric 4 - none


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:
1x Potion of Healing
1x Potion of Growth
1x Scroll of Comprehend Language
1x Scroll of Gentle Repose
1x Scroll of Tenser's Floating Disk


Story Award

KNOWLEDGE OF THE VAULT
You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.


2022-04-02 23:04 Trade Log -162.5 Show Trade Log

****gekauft 1x Splint Armor -200gp
verkauft 1x Chain Mail (75 neu Preis) +37,5gp

2022-03-31 22:55 CCC-ARCON01-02 A Whale of a Tale 2 90 10 Lantern of Revealing Show

Teilnehmer
(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


The Reference Guide to the Libraries of the Moonsea
The World’s Largest Carrot.
Cockatrice Wings Eating Contest.
Granny Smiths Pie-Baking Contest.
Arm Wrestling.
Insult Contest.


Lantern of Revealing
Wondrous item, uncommon

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
Adventuring gear (potion), uncommon

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.


2022-03-31 19:30 CCC-ARCON01-01 Forest Song 1 39.5 10 Immovable Rod Show

Teilnehmer

(4) Raimund O. Murmel - Dragonborn - Paladin 2 Sorcerer 2- none
(4) Arikatzi020 - Lerra Bravewalker - Goliath - Rune Knight lvl 4 - none
(4) Manfred Hase - Hela Tha'Nathas - VHuman - Grave Cleric 4 - none
(4)Christian K. - Amartola - Half-elf - Artificer 4 - Zent


Creature Information
(3) Mira Tellerman (weiblicher Mensch)
hat zwei Wagen mit Eisenbeladen
Begleitet von zwei Gehilfen:

ihren Sohn Niar (männlicher Mensch)
Tharkor (männlicher Zwerg)
(6) Meister Kieran (männlicher Mensch)

hat zwei Hauswagen für seine Gauklertruppe
darunter:

Olos (männlicher Mensch), der Barde
Olga (weiblicher Mensch)
Pietr (männlicher Mensch)
Kaylee (weiblicher Mensch)
Rinna (weiblicher Halb-Ork).
(3) Isa Keller (weiblicher Mensch Adlige)

hat einen Hauswagen
sie reist mit:

ihrer Tochter Silla (weiblicher Mensch)
ihrem Wächter Juri (männlicher Mensch)
(1) Bethazer (männlicher Mensch) ist ein Tuchhändler mit einem Wagen.
(1) Burr (männlicher Mensch) ist ein alter Hausierer, der einen Handkarren schiebt.
(2) Robert (männlicher Mensch) und Brinn (männlicher Mensch) sind mittellose Arbeiter, die zum Schutz mit der Karawane gehen.


2022-03-28 01:12 Catching up and Shopping -127.5 -10 Show

x 1lvl für Runen Knight -10 Downtime
lvl 4 Feat Chose: Polearm Master

gekauft:
x 5 Javelin -25 sp
5x Healers Kit - 25gp
2x Potion of Healing - 100gp

2022-03-27 19:02 DDAL10-00 Ice Road Tracker 1 20 -4 Boots of False Tracks, Unbreakable Arrow, Smoldering Armor Show

Teilnehmer

(2) Arikarzi020 - Lerra Bravewalker - Goliath - Fighter lvl 2 - none
(1) Ebon- Sir Thorn Loveborn - Harengon- Paladin lvl1 -none
(1) Dixer - Thotham Horncarver Akannathi - Goliath - Barbarian 1 - none
(4) Raimund O. - Murmel - Paladin 2 - Sorcerer 2 - none
(1) Amiyano - Sachiko - Fairy - Bard Lvl 1 - none


2x Potion of Healing verbraucht
gekauft bei den Reghed Wolf Tribe:
- 10gp Clothing, cold weather
- 4 gp Crampons und Snowshoes


Unbreakable Arrow
Weapon (arrow), common

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.
Xanathar’s Guide to Everything, p. 139


Boots of False Tracks
Wondrous item, common

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
Armor (studded leather), common

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.
.

Erwachen


Ein 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.
,
"Mein Kind deine Zeit ist noch nicht gekommen. Du hast noch einige Aufgaben zu erledigen und wirst in der Welt der Lebenden weiter gebraucht."
,
Der flammender Spear berührte die Stirn der Jungen Goliaht und als sie ihre Augen aufschlug lag sie in einer Halle auf gebart wie eine Tote. Sie war leicht verwirrt und erinnerte sich nur langsam was geschehe war, doch was sie genau wusste, war das sie gestorben war. "Anscheinend will jemand noch nicht das ich gehe." flüsterte sie leise zu sich selbst. Eine Rune leuchtete, auf die sich auf ihrer Hand befand. "Hoffentlich sagt ihr mir, was ich tun soll." Sie stand auf und anscheinend hatten sie sie zusammen mit ihrer Ausrüstung in der Leichenhalle gelagert. Um sie herum Waren noch 3 weitere Leichen zu sehen... Ihre Gefährten, die sie zu ihren Letzen Abenteuer begleitet hatten, lagen ebenfalls hier. Sie sah sie traurig an und dachte bei sich: "Nie wieder werde ich so versagen meine Gefährten zu beschützen.... Auch wenn ich sie nicht gut kannte, hatten sie das nicht verdient." Als sie sich schon gen Ausgang drehte begann sie Stimmen zuhören. Sie versteckte sich schnell in einer dunklen Nische. "Ich glaube nicht, dass es normal ist das eine tote einfach wieder aufsteht. Ich sollte mich wohl erst mal verstecken und sammeln." Die Stimmen wurden lauter und mehrere Personen betraten den Raum. Sie begutachteten die Toten. Als die Leute so weit in den Raum gegangen waren das, sie sich sicher hinter ihnen aus dem Leichenhalle schleichen konnte, beeilte sie sich ungesehen zu verschwinden. Sie hörte nichts mehr von den aufgeregten Stimmen, die in der Stille der Nacht verhallten.
.
,
Nach einer Stunde durch die Stadt wandern entschied sie sich in einer schäbigen Hütte zu rasten. Die Tür war angelehnt und keiner war in Sichtweite. Anscheinend war dies eine Art Lager gewesen für Feuerholz und dergleichen. Als sie es sich gemütlich gemacht hatte, kontrollierte sie ihre Ausrüstung. Alles war da von ihrer Glaive bis hin zu ihren Tools. Nichts fehlt zum Glück dachte sie sich. Wenn andere Abenteuer sie geborgen haben, waren sie wohl nicht gierig. Sie schüttete aus ihrer Magischen Kettel Wasser in ihren kleinen Kessel, den sie mitführte. Als das Wasser sich beruhigte blinzelte sie kurz. Sie war wieder Jung! Sie hatte zwar einige Narben und eines ihrer Augen war statt Silber weiß als wäre sie blind, doch sie konnte keine Probleme mit ihrer Sicht feststellen. "Anscheinend war da jemand sehr gnädig mit mir. Naja, an die Narben kann man sich gewöhnen. Schauen gar nicht so schlecht aus." Sie begutachtete sich eine Weile und war froh ihr richtiges alter wieder zu haben. Die Narben und das Auge waren für sie kein Problem da sie davon ausging das sie irgendwann welche bekam. Auch wenn es sie permanent an ihr versagen erinnern würde war es doch besser als Alt und Tot zu sein. Sie wusch sich und kümmerte sich noch etwas um ihre Ausrüstung, bis sie sich endlich schlafen legte. Der nächste Morgen wird wieder ein neues Abenteuer bringen!


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.