Ember Claw
Talking Doll,
Masquerade Tattoo,
Cloak of Protection,
Staff of Birdcalls,
Wrath (Battleaxe +1),
Boots of Striding and Springinge,
Eldritch Claw Tattoo,
Shield +1,
Bracers of Defense,
Moon-touched Rapier of the Dark Tongue,
Wand of Web,
Rope of Mending,
Amulet of Health,
Insignia of Claws,
Quarterstaff +2,
Instrument of Scribing,
Manual of Bodily Health,
Ring Of Animal Influence,
Tome of the Stilled Tongue (T4 Lockt),
Wand of Binding
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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| 2022-04-19 23:19 | Trade Log | 3 | Show Trade Log | |||||
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Verkauft: |
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| 2022-04-20 17:59 | CCC-RCC-01-02 The King of Thar | 1 | 1 | 83.33 | 10 | Immovabal Rod | Show | |
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Teilnehmer: Loot: Immovabal Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. This item can be found in the Dungeon Master’s Guide. |
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| 2022-04-20 22:42 | Catsching up | 1 | 1 | -10 | Show | |||
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+1 lvl Path of the Beast Babarian |
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| 2022-04-26 19:30 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 1 | 10 | Veteran´s Cane | Show | |||
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Teilnehmer: Arbeitsaufträge Aufgabe 1: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Die Macht des Sterns entfesselt sich auf die Planeten in seiner Reichweite. Am weitesten von seiner Wut entfernt liegt der größte mit dem dunkelsten Himmel Am dichtesten an seinen Zorn gekuschelt der kleinste nimmt den kürzesten Weg Loot: Veteran´s Cane This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”. When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. 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 |
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| 2022-05-03 18:07 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 2 | 1 | 80 | 10 | Show | ||
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Teilnehmer: Arbeitsaufträge Aufgabe 1*: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Loot: |
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| 2022-05-10 18:00 | WBW-DC-ROOK-1-2 | 1 | 103.8 | 10 | Talking Doll | Show | ||
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Teilnehmer: Guttri Loot: TALKING DOLL Wondrous item, common (requires attunement) This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench. |
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| 2022-08-30 17:57 | WBW-DC-ROOK-1-3 | 1 | 83.33 | 10 | Masquerade Tattoo, Cloak of Protection | Show | ||
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Teilnehmer: Nax Falorn, Talam’thiar Gefundene Sachen: Umgewandelt zu Gp Informationen: The book owners name was Alys Maddock Valmoira Hopeblossom, architect of the land Loot: Spellwrought Tattoo Masquerade Tattoo Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. Cloak of Protection You gain a +1 bonus to AC and Saving Throws while you wear this cloak. displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim. |
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| 2022-08-31 18:00 | WBW-DC-ROOK-1-4 | 1 | 1 | 70 | 10 | Bracers of Archery, Staff of Birdcalls, Wrath (Battleaxe +1) | Show | |
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Teilnehmer: Order des Phoenix Loot: Bracers of Archery While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Staff of Birdcalls This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile. Lvl 5 Item Chose: You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. +1 lvl Path of the Beast Barbarian |
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| 2022-09-01 00:43 | Chatching up und Umbau | 1 | -10 | Show | ||||
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+1 lvl in Path of the Beast Barbarian Umbau:Costomizing your Origin: Race: TCL(Werwolf/ Elven Desendens)------->> Shifter - Longtooth |
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| 2022-09-04 21:21 | Trade Log | -5 | Bracers of Archery > Boots of Striding and Springinge | Show Trade Log | ||||
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/87768 Neve |
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| 2023-01-22 19:30 | SJ-DC-RTR-PL-01 The Herd | 1 | 1 | 1000 | 10 | Astromancy Archive | Show | |
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Teilnehmer: Ihr seid auf dem Weg nach Neverwinter für einen Auftrag, wahrscheinlich geht’s ins Kalte. Euer Trupp ist noch nicht lang gemeinsam unterwegs, daher seid ihr erfreut über die Möglichkeit, euch am abendlichen Lagerfeuer etwas näher kennenzulernen und sich auf die jeweiligen Stärken & Eigenheiten der Kameraden einzustellen. Loot: 1000gp Astromancy Archive Wondrous item, rare (requires attunement by a wizard) 3 lb. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. Minor Property: Harmonious Attuning to this item takes only 1 minute.
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| 2023-02-23 19:20 | Trade Log | -5 | Immovabal Rod > Eldritch Claw Tattoo | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1040216 Arinya |
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| 2023-04-17 18:04 | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | 1 | 1 | 30 | 10 | Shield +1 | Show | |
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Teilnehmer: Loot: 30gp Shield +1 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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| 2023-05-17 15:49 | Trade Log | -5 | Astromancy Archive > Bracers of Defense | Show Trade Log | ||||
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Tradet with Fenree https://www.adventurersleaguelog.com/users/36450/characters/90828/trade_log_entries/1055906 |
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| 2023-05-17 19:00 | CCC-UNITE-05 House of Moonlight | 1 | 1 | 500 | 10 | Moon-touched Rapier of the Dark Tongue, Wand of Web | Show | |
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Teilnehmer: Informationen: Loot: 500gp Story Award: Knowledge of House Tor’Erhyl. You have gained some insight or secret of a drow house. Other houses of the Zethlentyn Protectorate may find this valuable. This award has no immediate mechanical effect. Story Award: Drawn to the Wheel. You have received a vision of a great magic item at the bottom of the Axcelon mine. You sense that it is a powerful weapon. This award has no immediate mechanical effect. Moon-touched Rapier of the Dark Tongue In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The bearer of this weapon can speak and understand Undercommon. Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 crumbles into ashes and is destroyed. +1 lvl Beast Barbarian |
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| 2023-12-02 19:05 | SJ-DC-AFA-01 The Cold Gate | 1 | 1 | 600 | 10 | Wand of Fireballs, Rope of Mending | Show | |
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Teilnehmer: Info: War das Verbergen des Portals mein Leben wert? Mein Zirkel hat mir versichert, es gebe nichts edleres, aber hatten sie recht oder wussten überhaupt irgend etwas wahres über die Stadt? In all den Jahrhunderten des Wachens habe ich nicht den Hauch eines Versuchs gespürt, das Portal von der anderen Seite zu aktivieren. Das heißt, entweder können sie es nicht, wissen nicht, dass es verschlossen ist, oder das Atemlose Konzil hat befohlen, es geschlossen zu halten. Wie dem auch sei, wenn ich nicht mehr bin, dann wird dieser Ort endgültig vergessen sein und der Zahn der Zeit wird sein übriges tun. Verdammte ewige Kälte, ich bin so hungrig nach Wärme, nach Leben und bin doch gezwungen, hier allein im Eis zu verrecken! Gedicht Loot: 600 gp Wand of Fireballs This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Rope of Mending You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. +1 lvl Path of the Beast Barbarian |
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| 2023-12-14 17:52 | Trade Log | -5 | Wand of Fireballs > Amulet of Health | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1091068 Arinya |
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| 2023-12-14 18:02 | Assignment 1. Season 12 c | Insignia of Claws | Show DM Log | |||||
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Insignia of Claws The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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| 2023-12-14 19:02 | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | 1 | 395 | 10 | Quarterstaff +2, Instrument of Scribing | Show | ||
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Teilnehmer: Loot: 600gp Instrument of Scribing This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Your expertise aids you in recalling lore related to your instrument. Your ability to put on a good show is improved when you incorporate an instrument into your act. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical InstrumentActivity DC Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Quarterstaff +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. -200 gp an zwei Firegiants gegeben für ne fette Platte wegmachen. AFA-02 Story Award: I like Your Dog In den Tiefen der Stadt hast du die Aufmerksamkeit dieser Kreatur (Gray Render) auf dich gezogen, und nun will sie mit dir reisen und dich beschützen. Wahrscheinlich wirst du Probleme haben, dass sie auf dich hört und eventuell bekommst du durch sie auch andere Scherereien. Solltest du in einem Adv. mitspielen, wo mehrere Charaktere diesen Award haben, so ist nur ein Gray Render erlaubt. -KEIN AL-legaler Award, außerhalb der DCs von mir nicht zulässig! |
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| 2022-04-13 14:20 | Starting Logg (Akutalisiert: 22.12.2022) | Show | ||||||
Ember ClawSize: 175 (medium) Costomizing your Origin: Race: Tasha´s Custom Lineage (Werwolf/ Elven Desendens) Class: Barbarian Skill Proficiencies: Animal Handling, Perception Background: Child of the Wild (Outlander) Skill Proficiencies: Athletics, Survival BiographyEmber Claw She remembered the forest as if it were a fading dream: silver leaves that chimed in the breeze like distant bells, moss that glowed faintly in the moonlight, and wolves whose paws made no sound when they ran across the soft earth. It was a memory coated in warmth and peace, yet whenever she tried to reach for it, it slipped through her fingers like water. Ember—though she had not been Ember then—had grown beneath ancient boughs as part of a small Lythari clan that lived so seamlessly with the forest that outsiders often mistook them for spirits rather than people. She had run with wolves long before she understood language, shifting between her Elven skin and her wolf skin with the kind of instinctive ease that only true shapeshifters possessed. In those days her fur had been pale silver, her eyes frost-blue in wolf form and bright forest-green when she stood on two feet. She recalled laughter, the kind that made her chest ache now because she could not remember who it belonged to. She recalled songs sung softly in a language of rivers and wind. She recalled hands—gentle ones—braiding her hair as she curled half-wolf in someone’s lap. These memories were ghosts, fragile and flickering, but they were hers, and she clung to them as tightly as she clung to breath. The night the Red Wizards came, the forest changed. She often wondered if the trees had tried to warn them. Sometimes she believed she could still hear their whispers, frantic and fearful, echoing across the years. She had been small then, not yet fully grown, and her clan had been preparing for a celebration—a moon-blessing, she thought, though the details were lost. She remembered joy. Lanterns shaped from hollowed crystal fruits hung from branches. Wolves lounged lazily in the clearing. Someone had been singing. Then, as if the world inhaled and held its breath, the song cut off. Light pierced the forest—unnatural light, red and violent, like a wound torn across the sky. The air crackled with magic. Leaves burst into flame without ever touching a spark. Wolves howled in instinctive terror, and the Elders shouted for the young to run. She remembered shifting mid-breath, silver fur exploding across her skin. She remembered the scent of burning bark and scorched moss. And then she remembered chains. It was always the chains she remembered most clearly. They slammed around her limbs with mechanical precision, heavy and cold even as the world burned around her. She fought—Gods, she fought—but her paws slipped on singed leaves, and something struck her from behind. Pain flared. Her legs collapsed. She tried to rise, but hands wrapped around her throat, pinning her to the ground. Faces leaned over her—pale, tattooed, merciless. She heard words spoken in a harsh, rhythmic tongue, felt a net of shimmering red magic fall across her body like a sheet of ice, and then someone muttered, “This one will be useful.” After that came darkness, and in that darkness came years. Time did not exist in the place they kept her. Days and nights bled together into a blur of stone walls and the stink of metal and alchemical smoke. She did not know where the facility was—only that it was far from the forest, far from any sky she recognized, and far from anyone who would save her. At first, she fought. They kept her in wolf form, Elf form, something in between—whatever suited their experiments. They cut into her regenerative abilities with cold fascination, burning her limbs, scalding her skin, injecting her with toxins that made her vision swirl and her heartbeat stagger. They forced her to shift repeatedly, even when her bones felt like glass ready to shatter. She learned quickly that screaming only encouraged them, and so she learned silence. Silence, however, did not mean surrender. Her regeneration held strong in the beginning. The burns healed. The acids scarred then smoothed over. Her body resisted with the stubborn resilience of Lythari blood. But the wizards were patient. They catalogued every change, every twitch, every time she resisted. They escalated their methods with clinical detachment. The flames grew hotter. The restraints tighter. They isolated her for days in darkness so complete she began to forget the shape of her own hands. They starved her until hunger gnawed holes in her sanity. They whispered things through the walls—spells, commands, curses—testing whether fear could trigger transformation. It could. By the end of the second year, her wolf form betrayed her. Shifting into the pure white creature she once had been became agony—searing, bone-deep agony that tore through every nerve. She tried anyway, tried because shifting had once been freedom, but the pain would force her back before the change fully completed. They watched her break apart on the cold floor, half-wolf, half-Elf, neither whole. They took notes. She remembered the exact moment something inside her fractured permanently. The memory returned to her in feverish flashes—too vivid, too sharp, carved into her like a brand. She had been chained on a metal platform, her wrists cuffed above her head, her ankles shackled apart. A ring of wizards watched her with dead eyes. One commanded her to shift. She tried. Her bones twisted violently, her spine arching, her ribs straining. The metal beneath her feet glowed red-hot. Her skin blistered. She screamed. A wizard wrote something down. Another raised a hand and the temperature increased. Flames licked at her feet. Her silver hair caught fire. She smelled herself burning. She felt herself slipping away. And then—quietly, almost gently—something inside her mind snapped. When she woke days later, her hair was no longer silver. Her wolf form, once white as starlight, turned the same color, darkening more each time she tried to shift. The sigils they carved into her skin—twisting, ugly, purple-brown—never faded. Her regeneration slowed. Her body scarred. Her limbs healed wrong. Her arms and legs became maps of old burns and failed experiments, the skin too damaged to ever fully recover. She learned then that pain had limits, but cruelty did not. Eventually, she was no longer considered a subject but a tool. They dragged her on raids and slaving routes, chaining her like a hunting beast and forcing partial transformations to test her capacity for destruction. Her senses blurred between instinct and command. She remembered blood. Bodies. Screams. Fire lighting the edge of her vision like a promise she could never escape. She remembered trying to resist once, striking at a wizard rather than a target, and they punished her for it. They strapped her down, drew new sigils across her skin, and she forgot how long she screamed. What surprised her most, in hindsight, was that she survived. She survived through instinct, through whatever shards of her old self remained buried beneath trauma and transformation. She survived because the forest had once loved her, and something of that love lingered in her bones. She survived because the wolf inside her refused to die, even when everything else did. Her liberation came on a day she was certain she would not survive at all. The Red Wizards were moving through a dense frontier forest, dragging cages of creatures that should never have been caged. She was among them, weakened, half-shifted, chained by the throat. She hardly registered the sudden stillness of the woods, the way the birds stopped singing, the way the wind seemed to coil back as if holding its breath. She barely noticed the first explosion of vines erupting from the ground, flipping a wagon on its side. But she remembered the scent: earth, fresh and alive, bursting through the metallic stench she had lived in for years. The Emerald Enclave fell upon the wizards like a storm made of bark and claw. Arrows whistled. Roots tore through the dirt. Wolves leapt from the shadows—real wolves, not the ghosts she dreamed of. She felt her cage tip, crash, break. She spilled onto the forest floor, trembling, half-blind. Someone shouted in Sylvan—a language she had not heard since childhood. It pierced through her delirium, cutting through fear with the sharpness of memory. Hands reached for her, but gentle ones. Her heart lurched painfully—too many instincts firing at once. She bared her teeth, snarled, clawed at the dirt. She expected pain. Expected chains. Expected fire. Instead, the druid who approached her knelt, palms up, voice soft. “I see you,” he whispered. “Not the monster they tried to make you. The child beneath. You’re safe now.” Safe. She collapsed before she could decide whether she believed him. She did not faint; she folded, slowly, like a creature who had been holding itself rigid for too long and finally cracked open. Moss met her cheek. Cool earth pressed against her burned palms. Something inside her chest—the small, frightened part she had buried—shuddered and gasped as if taking its first breath in years. The days that followed felt unreal. She woke beneath leaves rather than stone, surrounded by the scent of living trees. The druids kept their distance at first, offering food but never approaching too quickly. They spoke to her softly, never forcing her to shift, never touching her without warning. They learned quickly that fire sent her into trembling panic, so they cooked their meals away from her or not at all. She refused to sleep indoors, curling instead beneath the roots of old trees, but they let her. She had earned her oddities. Animals trusted her instantly. Birds landed near her as if greeting an old friend. A wolf pack approached her one dawn, sniffed her hands, and lay down beside her without fear. The druids exchanged looks—half wonder, half sorrow. They could see the Lythari spirit flickering inside her, buried beneath scars and survival, but still alive. They named her Ember, for the burns that marked her body like fading coals. She added Claw herself, carving the word into a strip of leather she wore around her wrist as if reminding herself she still possessed teeth, strength, identity. Recovery was not linear. She spoke haltingly, her voice unused to words after years of snarls and screams. She flinched when branches cracked. She startled at sudden movement. She lashed out when cornered. And when memories overwhelmed her—when a spell sparked too close or someone raised a torch—her body reacted before her mind could intervene. Rage overtook her like a storm loosed from its cage. Her skin tightened. Her tattoos pulsed. Her claws extended almost against her will, her teeth lengthened, her bones shifted into a shape that remembered the pain of Thayan experiments. Her hair bristled. Her breath came in sharp, animalistic pants. Her eyes glowed a furious emerald, brighter than they ever had before. It was not a transformation she chose—never that—but a reflex carved into her by survival and torture. The druids learned to soothe her with low voices, calm tones, grounding scents like pine and lavender. Over time, she learned to anchor herself, drawing the storm back into her bones before it consumed her entirely. Eventually, she began to travel with them. Small tasks at first—scouting paths, delivering messages, guiding them through the deeper woods where their magic waned. She learned how to navigate the world again, step by uneasy step. She learned trust—not easily, but honestly. She learned a few smiles, small and hesitant, but real. And though she could not remember her birth name or the faces of her parents, she began to carve a future out of the shards of her past. Now, she walks the world with axes at her hips, wolf ears twitching at every strange sound, tail flicking with restless instinct. Her arms and legs remain scarred, covered by stone-textured gloves and boots embedded with amber stones that soothe the damaged skin beneath. Her hair remains red-brown, with only faint hints of silver left at the tips of her ears and tail—a whisper of the girl she once was. Her eyes, however, remain unchanged: green and bright, the last untouched piece of her original self. She does not know whether she will ever find another of her kind or reclaim the full truth of who she was. She does not know if the forest she grew up in still stands or if the fire consumed everything. But she knows this: She survived what should have killed her. And maybe—just maybe—she will learn to live. |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP ▲ | Downtime | Renown | |
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| 2022-04-19 23:19 | Trade Log | Show Trade Log | ||||||
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Verkauft: |
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| 2022-04-20 17:59 | CCC-RCC-01-02 The King of Thar | 1 | 10 | Show | ||||
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Teilnehmer: Loot: Immovabal Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. This item can be found in the Dungeon Master’s Guide. |
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| 2022-04-20 22:42 | Catsching up | 1 | -10 | Show | ||||
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+1 lvl Path of the Beast Babarian |
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| 2022-04-26 19:30 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 1 | 10 | Show | ||||
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Teilnehmer: Arbeitsaufträge Aufgabe 1: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Die Macht des Sterns entfesselt sich auf die Planeten in seiner Reichweite. Am weitesten von seiner Wut entfernt liegt der größte mit dem dunkelsten Himmel Am dichtesten an seinen Zorn gekuschelt der kleinste nimmt den kürzesten Weg Loot: Veteran´s Cane This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”. When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. 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 |
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| 2022-05-03 18:07 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 2 | 10 | Show | ||||
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Teilnehmer: Arbeitsaufträge Aufgabe 1*: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Loot: |
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| 2022-05-10 18:00 | WBW-DC-ROOK-1-2 | 1 | 10 | Show | ||||
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Teilnehmer: Guttri Loot: TALKING DOLL Wondrous item, common (requires attunement) This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench. |
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| 2022-08-30 17:57 | WBW-DC-ROOK-1-3 | 1 | 10 | Show | ||||
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Teilnehmer: Nax Falorn, Talam’thiar Gefundene Sachen: Umgewandelt zu Gp Informationen: The book owners name was Alys Maddock Valmoira Hopeblossom, architect of the land Loot: Spellwrought Tattoo Masquerade Tattoo Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. Cloak of Protection You gain a +1 bonus to AC and Saving Throws while you wear this cloak. displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim. |
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| 2022-08-31 18:00 | WBW-DC-ROOK-1-4 | 1 | 10 | Show | ||||
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Teilnehmer: Order des Phoenix Loot: Bracers of Archery While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Staff of Birdcalls This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile. Lvl 5 Item Chose: You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. +1 lvl Path of the Beast Barbarian |
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| 2022-09-01 00:43 | Chatching up und Umbau | -10 | Show | |||||
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+1 lvl in Path of the Beast Barbarian Umbau:Costomizing your Origin: Race: TCL(Werwolf/ Elven Desendens)------->> Shifter - Longtooth |
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| 2022-09-04 21:21 | Trade Log | -5 | Show Trade Log | |||||
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/87768 Neve |
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| 2023-01-22 19:30 | SJ-DC-RTR-PL-01 The Herd | 1 | 10 | Show | ||||
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Teilnehmer: Ihr seid auf dem Weg nach Neverwinter für einen Auftrag, wahrscheinlich geht’s ins Kalte. Euer Trupp ist noch nicht lang gemeinsam unterwegs, daher seid ihr erfreut über die Möglichkeit, euch am abendlichen Lagerfeuer etwas näher kennenzulernen und sich auf die jeweiligen Stärken & Eigenheiten der Kameraden einzustellen. Loot: 1000gp Astromancy Archive Wondrous item, rare (requires attunement by a wizard) 3 lb. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. Minor Property: Harmonious Attuning to this item takes only 1 minute.
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| 2023-02-23 19:20 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1040216 Arinya |
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| 2023-04-17 18:04 | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 30gp Shield +1 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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| 2023-05-17 15:49 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with Fenree https://www.adventurersleaguelog.com/users/36450/characters/90828/trade_log_entries/1055906 |
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| 2023-05-17 19:00 | CCC-UNITE-05 House of Moonlight | 1 | 10 | Show | ||||
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Teilnehmer: Informationen: Loot: 500gp Story Award: Knowledge of House Tor’Erhyl. You have gained some insight or secret of a drow house. Other houses of the Zethlentyn Protectorate may find this valuable. This award has no immediate mechanical effect. Story Award: Drawn to the Wheel. You have received a vision of a great magic item at the bottom of the Axcelon mine. You sense that it is a powerful weapon. This award has no immediate mechanical effect. Moon-touched Rapier of the Dark Tongue In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The bearer of this weapon can speak and understand Undercommon. Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 crumbles into ashes and is destroyed. +1 lvl Beast Barbarian |
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| 2023-12-02 19:05 | SJ-DC-AFA-01 The Cold Gate | 1 | 10 | Show | ||||
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Teilnehmer: Info: War das Verbergen des Portals mein Leben wert? Mein Zirkel hat mir versichert, es gebe nichts edleres, aber hatten sie recht oder wussten überhaupt irgend etwas wahres über die Stadt? In all den Jahrhunderten des Wachens habe ich nicht den Hauch eines Versuchs gespürt, das Portal von der anderen Seite zu aktivieren. Das heißt, entweder können sie es nicht, wissen nicht, dass es verschlossen ist, oder das Atemlose Konzil hat befohlen, es geschlossen zu halten. Wie dem auch sei, wenn ich nicht mehr bin, dann wird dieser Ort endgültig vergessen sein und der Zahn der Zeit wird sein übriges tun. Verdammte ewige Kälte, ich bin so hungrig nach Wärme, nach Leben und bin doch gezwungen, hier allein im Eis zu verrecken! Gedicht Loot: 600 gp Wand of Fireballs This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Rope of Mending You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. +1 lvl Path of the Beast Barbarian |
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| 2023-12-14 17:52 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1091068 Arinya |
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| 2023-12-14 18:02 | Assignment 1. Season 12 c | Show DM Log | ||||||
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Insignia of Claws The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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| 2023-12-14 19:02 | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 600gp Instrument of Scribing This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Your expertise aids you in recalling lore related to your instrument. Your ability to put on a good show is improved when you incorporate an instrument into your act. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical InstrumentActivity DC Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Quarterstaff +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. -200 gp an zwei Firegiants gegeben für ne fette Platte wegmachen. AFA-02 Story Award: I like Your Dog In den Tiefen der Stadt hast du die Aufmerksamkeit dieser Kreatur (Gray Render) auf dich gezogen, und nun will sie mit dir reisen und dich beschützen. Wahrscheinlich wirst du Probleme haben, dass sie auf dich hört und eventuell bekommst du durch sie auch andere Scherereien. Solltest du in einem Adv. mitspielen, wo mehrere Charaktere diesen Award haben, so ist nur ein Gray Render erlaubt. -KEIN AL-legaler Award, außerhalb der DCs von mir nicht zulässig! |
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| 2022-04-13 14:20 | Starting Logg (Akutalisiert: 22.12.2022) | Show | ||||||
Ember ClawSize: 175 (medium) Costomizing your Origin: Race: Tasha´s Custom Lineage (Werwolf/ Elven Desendens) Class: Barbarian Skill Proficiencies: Animal Handling, Perception Background: Child of the Wild (Outlander) Skill Proficiencies: Athletics, Survival BiographyEmber Claw She remembered the forest as if it were a fading dream: silver leaves that chimed in the breeze like distant bells, moss that glowed faintly in the moonlight, and wolves whose paws made no sound when they ran across the soft earth. It was a memory coated in warmth and peace, yet whenever she tried to reach for it, it slipped through her fingers like water. Ember—though she had not been Ember then—had grown beneath ancient boughs as part of a small Lythari clan that lived so seamlessly with the forest that outsiders often mistook them for spirits rather than people. She had run with wolves long before she understood language, shifting between her Elven skin and her wolf skin with the kind of instinctive ease that only true shapeshifters possessed. In those days her fur had been pale silver, her eyes frost-blue in wolf form and bright forest-green when she stood on two feet. She recalled laughter, the kind that made her chest ache now because she could not remember who it belonged to. She recalled songs sung softly in a language of rivers and wind. She recalled hands—gentle ones—braiding her hair as she curled half-wolf in someone’s lap. These memories were ghosts, fragile and flickering, but they were hers, and she clung to them as tightly as she clung to breath. The night the Red Wizards came, the forest changed. She often wondered if the trees had tried to warn them. Sometimes she believed she could still hear their whispers, frantic and fearful, echoing across the years. She had been small then, not yet fully grown, and her clan had been preparing for a celebration—a moon-blessing, she thought, though the details were lost. She remembered joy. Lanterns shaped from hollowed crystal fruits hung from branches. Wolves lounged lazily in the clearing. Someone had been singing. Then, as if the world inhaled and held its breath, the song cut off. Light pierced the forest—unnatural light, red and violent, like a wound torn across the sky. The air crackled with magic. Leaves burst into flame without ever touching a spark. Wolves howled in instinctive terror, and the Elders shouted for the young to run. She remembered shifting mid-breath, silver fur exploding across her skin. She remembered the scent of burning bark and scorched moss. And then she remembered chains. It was always the chains she remembered most clearly. They slammed around her limbs with mechanical precision, heavy and cold even as the world burned around her. She fought—Gods, she fought—but her paws slipped on singed leaves, and something struck her from behind. Pain flared. Her legs collapsed. She tried to rise, but hands wrapped around her throat, pinning her to the ground. Faces leaned over her—pale, tattooed, merciless. She heard words spoken in a harsh, rhythmic tongue, felt a net of shimmering red magic fall across her body like a sheet of ice, and then someone muttered, “This one will be useful.” After that came darkness, and in that darkness came years. Time did not exist in the place they kept her. Days and nights bled together into a blur of stone walls and the stink of metal and alchemical smoke. She did not know where the facility was—only that it was far from the forest, far from any sky she recognized, and far from anyone who would save her. At first, she fought. They kept her in wolf form, Elf form, something in between—whatever suited their experiments. They cut into her regenerative abilities with cold fascination, burning her limbs, scalding her skin, injecting her with toxins that made her vision swirl and her heartbeat stagger. They forced her to shift repeatedly, even when her bones felt like glass ready to shatter. She learned quickly that screaming only encouraged them, and so she learned silence. Silence, however, did not mean surrender. Her regeneration held strong in the beginning. The burns healed. The acids scarred then smoothed over. Her body resisted with the stubborn resilience of Lythari blood. But the wizards were patient. They catalogued every change, every twitch, every time she resisted. They escalated their methods with clinical detachment. The flames grew hotter. The restraints tighter. They isolated her for days in darkness so complete she began to forget the shape of her own hands. They starved her until hunger gnawed holes in her sanity. They whispered things through the walls—spells, commands, curses—testing whether fear could trigger transformation. It could. By the end of the second year, her wolf form betrayed her. Shifting into the pure white creature she once had been became agony—searing, bone-deep agony that tore through every nerve. She tried anyway, tried because shifting had once been freedom, but the pain would force her back before the change fully completed. They watched her break apart on the cold floor, half-wolf, half-Elf, neither whole. They took notes. She remembered the exact moment something inside her fractured permanently. The memory returned to her in feverish flashes—too vivid, too sharp, carved into her like a brand. She had been chained on a metal platform, her wrists cuffed above her head, her ankles shackled apart. A ring of wizards watched her with dead eyes. One commanded her to shift. She tried. Her bones twisted violently, her spine arching, her ribs straining. The metal beneath her feet glowed red-hot. Her skin blistered. She screamed. A wizard wrote something down. Another raised a hand and the temperature increased. Flames licked at her feet. Her silver hair caught fire. She smelled herself burning. She felt herself slipping away. And then—quietly, almost gently—something inside her mind snapped. When she woke days later, her hair was no longer silver. Her wolf form, once white as starlight, turned the same color, darkening more each time she tried to shift. The sigils they carved into her skin—twisting, ugly, purple-brown—never faded. Her regeneration slowed. Her body scarred. Her limbs healed wrong. Her arms and legs became maps of old burns and failed experiments, the skin too damaged to ever fully recover. She learned then that pain had limits, but cruelty did not. Eventually, she was no longer considered a subject but a tool. They dragged her on raids and slaving routes, chaining her like a hunting beast and forcing partial transformations to test her capacity for destruction. Her senses blurred between instinct and command. She remembered blood. Bodies. Screams. Fire lighting the edge of her vision like a promise she could never escape. She remembered trying to resist once, striking at a wizard rather than a target, and they punished her for it. They strapped her down, drew new sigils across her skin, and she forgot how long she screamed. What surprised her most, in hindsight, was that she survived. She survived through instinct, through whatever shards of her old self remained buried beneath trauma and transformation. She survived because the forest had once loved her, and something of that love lingered in her bones. She survived because the wolf inside her refused to die, even when everything else did. Her liberation came on a day she was certain she would not survive at all. The Red Wizards were moving through a dense frontier forest, dragging cages of creatures that should never have been caged. She was among them, weakened, half-shifted, chained by the throat. She hardly registered the sudden stillness of the woods, the way the birds stopped singing, the way the wind seemed to coil back as if holding its breath. She barely noticed the first explosion of vines erupting from the ground, flipping a wagon on its side. But she remembered the scent: earth, fresh and alive, bursting through the metallic stench she had lived in for years. The Emerald Enclave fell upon the wizards like a storm made of bark and claw. Arrows whistled. Roots tore through the dirt. Wolves leapt from the shadows—real wolves, not the ghosts she dreamed of. She felt her cage tip, crash, break. She spilled onto the forest floor, trembling, half-blind. Someone shouted in Sylvan—a language she had not heard since childhood. It pierced through her delirium, cutting through fear with the sharpness of memory. Hands reached for her, but gentle ones. Her heart lurched painfully—too many instincts firing at once. She bared her teeth, snarled, clawed at the dirt. She expected pain. Expected chains. Expected fire. Instead, the druid who approached her knelt, palms up, voice soft. “I see you,” he whispered. “Not the monster they tried to make you. The child beneath. You’re safe now.” Safe. She collapsed before she could decide whether she believed him. She did not faint; she folded, slowly, like a creature who had been holding itself rigid for too long and finally cracked open. Moss met her cheek. Cool earth pressed against her burned palms. Something inside her chest—the small, frightened part she had buried—shuddered and gasped as if taking its first breath in years. The days that followed felt unreal. She woke beneath leaves rather than stone, surrounded by the scent of living trees. The druids kept their distance at first, offering food but never approaching too quickly. They spoke to her softly, never forcing her to shift, never touching her without warning. They learned quickly that fire sent her into trembling panic, so they cooked their meals away from her or not at all. She refused to sleep indoors, curling instead beneath the roots of old trees, but they let her. She had earned her oddities. Animals trusted her instantly. Birds landed near her as if greeting an old friend. A wolf pack approached her one dawn, sniffed her hands, and lay down beside her without fear. The druids exchanged looks—half wonder, half sorrow. They could see the Lythari spirit flickering inside her, buried beneath scars and survival, but still alive. They named her Ember, for the burns that marked her body like fading coals. She added Claw herself, carving the word into a strip of leather she wore around her wrist as if reminding herself she still possessed teeth, strength, identity. Recovery was not linear. She spoke haltingly, her voice unused to words after years of snarls and screams. She flinched when branches cracked. She startled at sudden movement. She lashed out when cornered. And when memories overwhelmed her—when a spell sparked too close or someone raised a torch—her body reacted before her mind could intervene. Rage overtook her like a storm loosed from its cage. Her skin tightened. Her tattoos pulsed. Her claws extended almost against her will, her teeth lengthened, her bones shifted into a shape that remembered the pain of Thayan experiments. Her hair bristled. Her breath came in sharp, animalistic pants. Her eyes glowed a furious emerald, brighter than they ever had before. It was not a transformation she chose—never that—but a reflex carved into her by survival and torture. The druids learned to soothe her with low voices, calm tones, grounding scents like pine and lavender. Over time, she learned to anchor herself, drawing the storm back into her bones before it consumed her entirely. Eventually, she began to travel with them. Small tasks at first—scouting paths, delivering messages, guiding them through the deeper woods where their magic waned. She learned how to navigate the world again, step by uneasy step. She learned trust—not easily, but honestly. She learned a few smiles, small and hesitant, but real. And though she could not remember her birth name or the faces of her parents, she began to carve a future out of the shards of her past. Now, she walks the world with axes at her hips, wolf ears twitching at every strange sound, tail flicking with restless instinct. Her arms and legs remain scarred, covered by stone-textured gloves and boots embedded with amber stones that soothe the damaged skin beneath. Her hair remains red-brown, with only faint hints of silver left at the tips of her ears and tail—a whisper of the girl she once was. Her eyes, however, remain unchanged: green and bright, the last untouched piece of her original self. She does not know whether she will ever find another of her kind or reclaim the full truth of who she was. She does not know if the forest she grew up in still stands or if the fire consumed everything. But she knows this: She survived what should have killed her. And maybe—just maybe—she will learn to live. |
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| Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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| 2022-04-19 23:19 | Trade Log | 3 | Show Trade Log | |||||
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| 2022-04-20 17:59 | CCC-RCC-01-02 The King of Thar | 1 | 83.33 | 10 | Immovabal Rod | Show | ||
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Teilnehmer: Loot: Immovabal Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. This item can be found in the Dungeon Master’s Guide. |
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| 2022-04-20 22:42 | Catsching up | 1 | -10 | Show | ||||
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+1 lvl Path of the Beast Babarian |
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| 2022-04-26 19:30 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 1 | 10 | Veteran´s Cane | Show | |||
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Teilnehmer: Arbeitsaufträge Aufgabe 1: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Die Macht des Sterns entfesselt sich auf die Planeten in seiner Reichweite. Am weitesten von seiner Wut entfernt liegt der größte mit dem dunkelsten Himmel Am dichtesten an seinen Zorn gekuschelt der kleinste nimmt den kürzesten Weg Loot: Veteran´s Cane This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”. When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. 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 |
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| 2022-05-03 18:07 | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | 2 | 80 | 10 | Show | |||
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Teilnehmer: Arbeitsaufträge Aufgabe 1*: Entfernt die Bestie. 50gp. Eine große Bestie hat sich im Keller eingenistet! Dies stellt ein Arbeitsrisiko für alle dar, die bei der Restaurierung dieser Einrichtung helfen. Es muss sofort entfernt werden, zusammen mit allen anderen Gefahren, die dort unten lauern. Handelt schnell, denn jeder Tag, den wir warten, ist ein weiterer Tag, an dem die Travestie zuschlagen kann! Loot: |
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| 2022-05-10 18:00 | WBW-DC-ROOK-1-2 | 1 | 103.8 | 10 | Talking Doll | Show | ||
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Teilnehmer: Guttri Loot: TALKING DOLL Wondrous item, common (requires attunement) This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench. |
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| 2022-08-30 17:57 | WBW-DC-ROOK-1-3 | 1 | 83.33 | 10 | Masquerade Tattoo, Cloak of Protection | Show | ||
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Teilnehmer: Nax Falorn, Talam’thiar Gefundene Sachen: Umgewandelt zu Gp Informationen: The book owners name was Alys Maddock Valmoira Hopeblossom, architect of the land Loot: Spellwrought Tattoo Masquerade Tattoo Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. Cloak of Protection You gain a +1 bonus to AC and Saving Throws while you wear this cloak. displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim. |
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| 2022-08-31 18:00 | WBW-DC-ROOK-1-4 | 1 | 70 | 10 | Bracers of Archery, Staff of Birdcalls, Wrath (Battleaxe +1) | Show | ||
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Teilnehmer: Order des Phoenix Loot: Bracers of Archery While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Staff of Birdcalls This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile. Lvl 5 Item Chose: You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. +1 lvl Path of the Beast Barbarian |
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| 2022-09-01 00:43 | Chatching up und Umbau | -10 | Show | |||||
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+1 lvl in Path of the Beast Barbarian Umbau:Costomizing your Origin: Race: TCL(Werwolf/ Elven Desendens)------->> Shifter - Longtooth |
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| 2022-09-04 21:21 | Trade Log | -5 | Bracers of Archery > Boots of Striding and Springinge | Show Trade Log | ||||
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Trade with https://www.adventurersleaguelog.com/users/36450/characters/87768 Neve |
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| 2023-01-22 19:30 | SJ-DC-RTR-PL-01 The Herd | 1 | 1000 | 10 | Astromancy Archive | Show | ||
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Teilnehmer: Ihr seid auf dem Weg nach Neverwinter für einen Auftrag, wahrscheinlich geht’s ins Kalte. Euer Trupp ist noch nicht lang gemeinsam unterwegs, daher seid ihr erfreut über die Möglichkeit, euch am abendlichen Lagerfeuer etwas näher kennenzulernen und sich auf die jeweiligen Stärken & Eigenheiten der Kameraden einzustellen. Loot: 1000gp Astromancy Archive Wondrous item, rare (requires attunement by a wizard) 3 lb. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. Minor Property: Harmonious Attuning to this item takes only 1 minute.
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| 2023-02-23 19:20 | Trade Log | -5 | Immovabal Rod > Eldritch Claw Tattoo | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1040216 Arinya |
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| 2023-04-17 18:04 | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | 1 | 30 | 10 | Shield +1 | Show | ||
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Teilnehmer: Loot: 30gp Shield +1 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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| 2023-05-17 15:49 | Trade Log | -5 | Astromancy Archive > Bracers of Defense | Show Trade Log | ||||
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Tradet with Fenree https://www.adventurersleaguelog.com/users/36450/characters/90828/trade_log_entries/1055906 |
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| 2023-05-17 19:00 | CCC-UNITE-05 House of Moonlight | 1 | 500 | 10 | Moon-touched Rapier of the Dark Tongue, Wand of Web | Show | ||
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Teilnehmer: Informationen: Loot: 500gp Story Award: Knowledge of House Tor’Erhyl. You have gained some insight or secret of a drow house. Other houses of the Zethlentyn Protectorate may find this valuable. This award has no immediate mechanical effect. Story Award: Drawn to the Wheel. You have received a vision of a great magic item at the bottom of the Axcelon mine. You sense that it is a powerful weapon. This award has no immediate mechanical effect. Moon-touched Rapier of the Dark Tongue In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The bearer of this weapon can speak and understand Undercommon. Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 crumbles into ashes and is destroyed. +1 lvl Beast Barbarian |
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| 2023-12-02 19:05 | SJ-DC-AFA-01 The Cold Gate | 1 | 600 | 10 | Wand of Fireballs, Rope of Mending | Show | ||
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Teilnehmer: Info: War das Verbergen des Portals mein Leben wert? Mein Zirkel hat mir versichert, es gebe nichts edleres, aber hatten sie recht oder wussten überhaupt irgend etwas wahres über die Stadt? In all den Jahrhunderten des Wachens habe ich nicht den Hauch eines Versuchs gespürt, das Portal von der anderen Seite zu aktivieren. Das heißt, entweder können sie es nicht, wissen nicht, dass es verschlossen ist, oder das Atemlose Konzil hat befohlen, es geschlossen zu halten. Wie dem auch sei, wenn ich nicht mehr bin, dann wird dieser Ort endgültig vergessen sein und der Zahn der Zeit wird sein übriges tun. Verdammte ewige Kälte, ich bin so hungrig nach Wärme, nach Leben und bin doch gezwungen, hier allein im Eis zu verrecken! Gedicht Loot: 600 gp Wand of Fireballs This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Rope of Mending You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. +1 lvl Path of the Beast Barbarian |
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| 2023-12-14 17:52 | Trade Log | -5 | Wand of Fireballs > Amulet of Health | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/86908/trade_log_entries/1091068 Arinya |
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| 2023-12-14 18:02 | Assignment 1. Season 12 c | Insignia of Claws | Show DM Log | |||||
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Insignia of Claws The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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| 2023-12-14 19:02 | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | 1 | 395 | 10 | Quarterstaff +2, Instrument of Scribing | Show | ||
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Teilnehmer: Loot: 600gp Instrument of Scribing This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Your expertise aids you in recalling lore related to your instrument. Your ability to put on a good show is improved when you incorporate an instrument into your act. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical InstrumentActivity DC Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Quarterstaff +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. -200 gp an zwei Firegiants gegeben für ne fette Platte wegmachen. AFA-02 Story Award: I like Your Dog In den Tiefen der Stadt hast du die Aufmerksamkeit dieser Kreatur (Gray Render) auf dich gezogen, und nun will sie mit dir reisen und dich beschützen. Wahrscheinlich wirst du Probleme haben, dass sie auf dich hört und eventuell bekommst du durch sie auch andere Scherereien. Solltest du in einem Adv. mitspielen, wo mehrere Charaktere diesen Award haben, so ist nur ein Gray Render erlaubt. -KEIN AL-legaler Award, außerhalb der DCs von mir nicht zulässig! |
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| 2022-04-13 14:20 | Starting Logg (Akutalisiert: 22.12.2022) | Show | ||||||
Ember ClawSize: 175 (medium) Costomizing your Origin: Race: Tasha´s Custom Lineage (Werwolf/ Elven Desendens) Class: Barbarian Skill Proficiencies: Animal Handling, Perception Background: Child of the Wild (Outlander) Skill Proficiencies: Athletics, Survival BiographyEmber Claw She remembered the forest as if it were a fading dream: silver leaves that chimed in the breeze like distant bells, moss that glowed faintly in the moonlight, and wolves whose paws made no sound when they ran across the soft earth. It was a memory coated in warmth and peace, yet whenever she tried to reach for it, it slipped through her fingers like water. Ember—though she had not been Ember then—had grown beneath ancient boughs as part of a small Lythari clan that lived so seamlessly with the forest that outsiders often mistook them for spirits rather than people. She had run with wolves long before she understood language, shifting between her Elven skin and her wolf skin with the kind of instinctive ease that only true shapeshifters possessed. In those days her fur had been pale silver, her eyes frost-blue in wolf form and bright forest-green when she stood on two feet. She recalled laughter, the kind that made her chest ache now because she could not remember who it belonged to. She recalled songs sung softly in a language of rivers and wind. She recalled hands—gentle ones—braiding her hair as she curled half-wolf in someone’s lap. These memories were ghosts, fragile and flickering, but they were hers, and she clung to them as tightly as she clung to breath. The night the Red Wizards came, the forest changed. She often wondered if the trees had tried to warn them. Sometimes she believed she could still hear their whispers, frantic and fearful, echoing across the years. She had been small then, not yet fully grown, and her clan had been preparing for a celebration—a moon-blessing, she thought, though the details were lost. She remembered joy. Lanterns shaped from hollowed crystal fruits hung from branches. Wolves lounged lazily in the clearing. Someone had been singing. Then, as if the world inhaled and held its breath, the song cut off. Light pierced the forest—unnatural light, red and violent, like a wound torn across the sky. The air crackled with magic. Leaves burst into flame without ever touching a spark. Wolves howled in instinctive terror, and the Elders shouted for the young to run. She remembered shifting mid-breath, silver fur exploding across her skin. She remembered the scent of burning bark and scorched moss. And then she remembered chains. It was always the chains she remembered most clearly. They slammed around her limbs with mechanical precision, heavy and cold even as the world burned around her. She fought—Gods, she fought—but her paws slipped on singed leaves, and something struck her from behind. Pain flared. Her legs collapsed. She tried to rise, but hands wrapped around her throat, pinning her to the ground. Faces leaned over her—pale, tattooed, merciless. She heard words spoken in a harsh, rhythmic tongue, felt a net of shimmering red magic fall across her body like a sheet of ice, and then someone muttered, “This one will be useful.” After that came darkness, and in that darkness came years. Time did not exist in the place they kept her. Days and nights bled together into a blur of stone walls and the stink of metal and alchemical smoke. She did not know where the facility was—only that it was far from the forest, far from any sky she recognized, and far from anyone who would save her. At first, she fought. They kept her in wolf form, Elf form, something in between—whatever suited their experiments. They cut into her regenerative abilities with cold fascination, burning her limbs, scalding her skin, injecting her with toxins that made her vision swirl and her heartbeat stagger. They forced her to shift repeatedly, even when her bones felt like glass ready to shatter. She learned quickly that screaming only encouraged them, and so she learned silence. Silence, however, did not mean surrender. Her regeneration held strong in the beginning. The burns healed. The acids scarred then smoothed over. Her body resisted with the stubborn resilience of Lythari blood. But the wizards were patient. They catalogued every change, every twitch, every time she resisted. They escalated their methods with clinical detachment. The flames grew hotter. The restraints tighter. They isolated her for days in darkness so complete she began to forget the shape of her own hands. They starved her until hunger gnawed holes in her sanity. They whispered things through the walls—spells, commands, curses—testing whether fear could trigger transformation. It could. By the end of the second year, her wolf form betrayed her. Shifting into the pure white creature she once had been became agony—searing, bone-deep agony that tore through every nerve. She tried anyway, tried because shifting had once been freedom, but the pain would force her back before the change fully completed. They watched her break apart on the cold floor, half-wolf, half-Elf, neither whole. They took notes. She remembered the exact moment something inside her fractured permanently. The memory returned to her in feverish flashes—too vivid, too sharp, carved into her like a brand. She had been chained on a metal platform, her wrists cuffed above her head, her ankles shackled apart. A ring of wizards watched her with dead eyes. One commanded her to shift. She tried. Her bones twisted violently, her spine arching, her ribs straining. The metal beneath her feet glowed red-hot. Her skin blistered. She screamed. A wizard wrote something down. Another raised a hand and the temperature increased. Flames licked at her feet. Her silver hair caught fire. She smelled herself burning. She felt herself slipping away. And then—quietly, almost gently—something inside her mind snapped. When she woke days later, her hair was no longer silver. Her wolf form, once white as starlight, turned the same color, darkening more each time she tried to shift. The sigils they carved into her skin—twisting, ugly, purple-brown—never faded. Her regeneration slowed. Her body scarred. Her limbs healed wrong. Her arms and legs became maps of old burns and failed experiments, the skin too damaged to ever fully recover. She learned then that pain had limits, but cruelty did not. Eventually, she was no longer considered a subject but a tool. They dragged her on raids and slaving routes, chaining her like a hunting beast and forcing partial transformations to test her capacity for destruction. Her senses blurred between instinct and command. She remembered blood. Bodies. Screams. Fire lighting the edge of her vision like a promise she could never escape. She remembered trying to resist once, striking at a wizard rather than a target, and they punished her for it. They strapped her down, drew new sigils across her skin, and she forgot how long she screamed. What surprised her most, in hindsight, was that she survived. She survived through instinct, through whatever shards of her old self remained buried beneath trauma and transformation. She survived because the forest had once loved her, and something of that love lingered in her bones. She survived because the wolf inside her refused to die, even when everything else did. Her liberation came on a day she was certain she would not survive at all. The Red Wizards were moving through a dense frontier forest, dragging cages of creatures that should never have been caged. She was among them, weakened, half-shifted, chained by the throat. She hardly registered the sudden stillness of the woods, the way the birds stopped singing, the way the wind seemed to coil back as if holding its breath. She barely noticed the first explosion of vines erupting from the ground, flipping a wagon on its side. But she remembered the scent: earth, fresh and alive, bursting through the metallic stench she had lived in for years. The Emerald Enclave fell upon the wizards like a storm made of bark and claw. Arrows whistled. Roots tore through the dirt. Wolves leapt from the shadows—real wolves, not the ghosts she dreamed of. She felt her cage tip, crash, break. She spilled onto the forest floor, trembling, half-blind. Someone shouted in Sylvan—a language she had not heard since childhood. It pierced through her delirium, cutting through fear with the sharpness of memory. Hands reached for her, but gentle ones. Her heart lurched painfully—too many instincts firing at once. She bared her teeth, snarled, clawed at the dirt. She expected pain. Expected chains. Expected fire. Instead, the druid who approached her knelt, palms up, voice soft. “I see you,” he whispered. “Not the monster they tried to make you. The child beneath. You’re safe now.” Safe. She collapsed before she could decide whether she believed him. She did not faint; she folded, slowly, like a creature who had been holding itself rigid for too long and finally cracked open. Moss met her cheek. Cool earth pressed against her burned palms. Something inside her chest—the small, frightened part she had buried—shuddered and gasped as if taking its first breath in years. The days that followed felt unreal. She woke beneath leaves rather than stone, surrounded by the scent of living trees. The druids kept their distance at first, offering food but never approaching too quickly. They spoke to her softly, never forcing her to shift, never touching her without warning. They learned quickly that fire sent her into trembling panic, so they cooked their meals away from her or not at all. She refused to sleep indoors, curling instead beneath the roots of old trees, but they let her. She had earned her oddities. Animals trusted her instantly. Birds landed near her as if greeting an old friend. A wolf pack approached her one dawn, sniffed her hands, and lay down beside her without fear. The druids exchanged looks—half wonder, half sorrow. They could see the Lythari spirit flickering inside her, buried beneath scars and survival, but still alive. They named her Ember, for the burns that marked her body like fading coals. She added Claw herself, carving the word into a strip of leather she wore around her wrist as if reminding herself she still possessed teeth, strength, identity. Recovery was not linear. She spoke haltingly, her voice unused to words after years of snarls and screams. She flinched when branches cracked. She startled at sudden movement. She lashed out when cornered. And when memories overwhelmed her—when a spell sparked too close or someone raised a torch—her body reacted before her mind could intervene. Rage overtook her like a storm loosed from its cage. Her skin tightened. Her tattoos pulsed. Her claws extended almost against her will, her teeth lengthened, her bones shifted into a shape that remembered the pain of Thayan experiments. Her hair bristled. Her breath came in sharp, animalistic pants. Her eyes glowed a furious emerald, brighter than they ever had before. It was not a transformation she chose—never that—but a reflex carved into her by survival and torture. The druids learned to soothe her with low voices, calm tones, grounding scents like pine and lavender. Over time, she learned to anchor herself, drawing the storm back into her bones before it consumed her entirely. Eventually, she began to travel with them. Small tasks at first—scouting paths, delivering messages, guiding them through the deeper woods where their magic waned. She learned how to navigate the world again, step by uneasy step. She learned trust—not easily, but honestly. She learned a few smiles, small and hesitant, but real. And though she could not remember her birth name or the faces of her parents, she began to carve a future out of the shards of her past. Now, she walks the world with axes at her hips, wolf ears twitching at every strange sound, tail flicking with restless instinct. Her arms and legs remain scarred, covered by stone-textured gloves and boots embedded with amber stones that soothe the damaged skin beneath. Her hair remains red-brown, with only faint hints of silver left at the tips of her ears and tail—a whisper of the girl she once was. Her eyes, however, remain unchanged: green and bright, the last untouched piece of her original self. She does not know whether she will ever find another of her kind or reclaim the full truth of who she was. She does not know if the forest she grew up in still stands or if the fire consumed everything. But she knows this: She survived what should have killed her. And maybe—just maybe—she will learn to live. |
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