Adventure Logsheet
Fern Howling Size: 185 (medium) Weigth: 50kg Eyes: dunkel Rot Hair: Dunkelbraun mit Hellbraunen Spitzen Skin: Dunkel gebräunt Costomizing your Origin: Race: Shifter (Longtooth) Source: Ability +2, one +1 Chose: Str +1, Con +2 Language Proficiencies: Common, Sylvan Skill Proficiencies: Acrobatics Ability Score Point ´Buy: St 15, Dex 12, Con 14, Int 8, Wis 14, Cha 8 Class: Barbarian Skill Proficiencies: Perception, Animal Handling Background: Howling Moontribemember (Outlander) Skill Proficiencies: Athletics, Survival Tool Proficiencies: Cook's Utensils Language Proficiencies: Elvish Feat: Tough Class Equipment Explorer's Pack, Javelin (4), Greataxe (EK), Handaxe (2) Equipment from Background (Outlander) Staff, Hunting Trap, Trophy from an Animal You Killed, Traveler's Clothes, Belt Pouch 10gp Biography The Moonwood was a large forest north of Silverymoon in the Silver Marches. By about 1460 DR, the Moonwood had grown together with the Cold Wood and the larger forest was known as the Glimmerwood, although the elves and the locals still referred to it as the Moonwood. The Moonwood had a breath of its own — a slow, silver whisper that Far had once found comfort in, much like the humming of her mother when she slept as a child in her arms. The wind that traveled through the tree canopies sounded like the stories of a people who revered the forest without claiming it as their own. But after that night, when the red lightning of Thay tore through the sky, the forest breathed differently. Heavy. Watchful. Full of memories that Far would never escape. The Daughter of the Druid Far was never an ordinary child of the Sonnentritt Tribe. She was born with Foxblood — a rare lineage of sharp instincts and restless spirits. Her ears, soft and movable like two quick shadows, betrayed every emotion; her long, thick tail, a mirror of her mood, was often hidden under decorated ribbons and beads, a careful attempt to conceal what she was. Her hair fell like dark smoke over her back, braided with golden threads and leather strips. Even as a child, she could sense more than the others: the heartbeat of the earth, the trembling boundary between danger and stillness, the moment when a creature didn't yet know whether it would flee or fight. Her mother, the Tribe's druid, Avarielle, taught her that sensitivity was not a weakness but a gift. "Foxblood hears what others overlook," she would say. Far cherished that saying for many years. As Far grew, she surpassed many of the younger warriors. When she shifted, her eyes blazed with the color of ruby amber, and fine fur patterns rippled across her shoulders and hips. But she didn’t fight like a wolf, striving for dominance — she fought like a fox: clever, quick, full of unexpected paths. Already, she was the object of many men’s attention. Some were infatuated with her beauty, others intimidated by her skill. But Far didn’t care about being desired for her strength or beauty alone. She wanted more. She wanted someone who would challenge her — someone who was stronger than her, both in body and mind. She was a woman who knew what she wanted — and who she did not want. But Far wouldn’t settle for anyone who couldn’t meet her standards. The Attack that Changed Everything The sky burned red when the wizards of Thay came. Not like an army. Like a curse. They sought something in the Moonwood — an artifact, a runic circle, an ancient power. The Sonnentritt Tribe stood between them and their goal. Far remembers too much and yet too little of that night. She remembers the smell of burning moss. The screams of young warriors. The howl of her own fox spirit, the one that nearly tore her apart inside. The moment when a chain of blood magic struck her arm, and the pain knocked the breath from her lungs. Many of those scars she still bears today — hidden under bandages that appear like fashion statements but are, in reality, her form of protection. Not physical protection, but emotional. She can hide the wounds when she wants to. But she knows: Those worthy of her will see them. Her mother died at the heart of a ritual meant to protect the forest. Avarielle pushed Far away with her last strength — away from the magical barrier, away from the death of the tribe. Far’s scream echoed through the woods, but no one answered. When the battle ended, the Sonnentritt Tribe was no longer a tribe. It was ash in the fog. Path of the Wild Heart – The Fox Spirit Awakens The spirit within her — her Wild Heart — broke that night and then rebuilt itself. Far no longer shifted only as a fox, clever and lighthearted. She shifted as something deeper: A survivor. A revenger. A trickster who turned pain into power. She woke from her grief not as a broken woman, but as one whose heart now beat wild — in sync with a fox spirit that had seen her suffer and said: “Then we will fight twice as hard.” Her rage became something more than mere fury: It became clarity. It became instinct. It became an otherworldly awakening of her senses, as though the world was only now truly visible. When Far shifts today, and she awakens her Barbarian strength, she doesn't just look angry — she looks as though something ancient, fast, and dangerous courses through her veins. Her eyes glow red. Her teeth elongate. Her movements flow like fire, deadly as a blade. Many who have seen her fight say later that they didn’t see a woman. They saw a spirit. Far Today – A Smile that Warms… or Warns Anyone who meets Far immediately notices a few things: She knows no personal space. She leans close, touches, and even sniffs those she finds interesting. Her voice is warm and playful, almost alluring. Her smile can be both a promise and a threat. Her sexuality is free, open, unrestrained. She takes what she wants when she wants, as long as the other person wants it too. But behind every flirtatious glance lies a shadow, a pain that she never shows… unless you touch it carelessly. Far flirts because it is her nature. She is passionate, curious, sensual — and there’s no reason for her to hide it. Closeness grounds her. Physical contact soothes her. Desire is a living reminder that she is still alive. But if you touch her the wrong way? If you cross her boundaries? If you underestimate her or threaten her? Then the other Far appears: The terrifying vixen who saw her tribe die — and vowed no one would break her again. She growls when she’s had enough. She smiles when she must fight. She speaks quietly when she’s angry — and that is the worst part. Her Appearance (Fine-Tuned with Your Images) Far is a lean, muscled Shifter standing at around 5’11”. Her appearance includes: Long, dark brown to black hair that flows like a moving animal behind her Tall, fox-like ears adorned with golden rings and beads Red glowing eyes that shift from playful to feral Dark, gray-brown skin with a warm undertone A long, fox-like tail, fluffy and rich with color, often decorated Clawed feet and hands that hint at a sleek predator’s form Her clothing: Torn, revealing garments designed more for freedom of movement than protection Jewelry made from bones, wood, metal, and runic charms Bandages around her thighs, arms, and waist — covering the scars from the attack, though she wears them like accessories, not shame A massive sword, which she carries with ease, as though it weighs nothing
Teilnehmer: (DesertRanger - ) Ibron - Wizard Warmagic lvl 2 - Harengon (KaNarlist) - Mystique - Bardin lvl 1 - Tiefling (Claudia) - Gigi - Artefiser lvl 2 - Mensch (Arikatzi020) - Far Howling - Barbarian lvl 1 - Shifter (Yaidz) - Charles "der Henker" McDugan - Paladin lvl 1 - Aasimar Madame Freona’s Tea Kettle Loot: 1x Spell Scroll of Protection from Evil and Good 1x Spell Scroll of Comprehending Languages gekauft 1x Cook's Utensils -1 gp Ibron der Wizard Harengon hat sich furchtbar unbeliebt gemacht in dem er Far und Charles mitten im kampf eingeschläftert hat und das fast Fars Leben gekostet hätte. Charles hat Far gerettet und auch wenn er sie anscheind nicht mag er hat was gut bei ihr. Far hat deswegen auch einen morz "Respek"t vor Untoten. (Speziel Zombies)
Teilnehmer: (2) happy - Tojok - Variant Human - Fighter 2 - none (3) Talak - Morrec Galreth - V. Human - Druid 3 - none (2)Arikatzi020 - Far Howling - Shifter (Beasthide) - Barbarian lvl 2 - none (2) Marco M. - Shordu - Tortle - Monk (2) - none (2) PetKola - Sinvio Oran - Variant Human - Rogue 2 - none (4) RaimundoO - Winfried Durnwald - Variant Human - Fighter 1 / Wizard 3 - Harpers (1) Ineverexist - Kripnak (Big Click Steel Defender) - Kobold - artificer lvl 1- none Flamme Dayrn Falburn Velnar Die Liste nach der Falburn verlangt um die Flüchtlinge pasieren zu lassen. • Eine vollständige Abrechnung jedes Flüchtlings mit Namen, Angaben zu Alter und Strafregister. • Karren und Packtiere sind in der Stadt nicht gestattet - jeder muss zu Fuß eintreten. • Bestätigung von einem Geistlichen oder Laienheiler, der dort wohnt innerhalb des Baldurs Gate, um zu bestätigen, dass jeder Flüchtling frei von Krankheiten ist. • Es müssen Vereinbarungen mit Gasthäusern, Tempeln oder Verwandten getroffen werden, die bereit sind, die Flüchtlinge unterzubringen. Sie können nicht auf der Straße schlafen. • Die Flüchtlinge müssen Vorkehrungen treffen, um zum Wohle der Stadt arbeiten zu können. Loot: 1x Potion of Poisen Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide. These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon. +1 lvl Path of the Ancestral Guardian Barbarian lvl 3
Adventure Logsheet
Teilnehmer: (4) JinxedBear - Ragnar - Shadar-kai - Drakewarden Ranger 4 - none (3) Claudia N.- Inaphina Fimplezimple - Forest Gnome - Ranger 3 - none (4) Madlech - Rober "Big Bob" Hudruv - Fighter 2/Barbarian 2 - none (3) Arikatzi020 - Far Howling - Shifter (Beasthide) - Path of the Ancestral Guardian Barbarian lvl 3 - none (4) Nils D. - Hadar Wolfspelz> - Half-Orc - Zealot Barbarian 4 - none A fine scroll sealed with a crane sigil was delivered to you. You have been personally invited by a mysterious seer to go to the Zhentarim trade outpost of Vuerthyl in the Anauroch Desert. -4 gp Desert Clohting -12 sp 4x Waterskin -5 gp Rationen (Arabische Gewürze) 10x Loot: 71 gp Trinket: A gold coin minted in an unknown land. 1x Potion of Hill Giant Strength Bracers of Archery Wondrous item, uncommon (requires attunement) 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. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. x4 Rationen verbraucht 1 lvl Path of the Ancestral Guardian Barbarian Lvl 4 APL Feat: Great Weapon Master
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Tradet with Neve Elura https://www.adventurersleaguelog.com/users/36450/characters/87768/tradelogentries/964600
Teilnehmer: (1)Brennjie - Moldaan, die Bestie - Satyr - Barbarian - Level 1 - Factionless (4)Arikatzi020 - Far Howling - Shifter - Path of the Ancestral Guardian Barbarian lvl 4 - none (4) Nils D. - Hadar Wolfspelz - Half-Orc - Zealot Barbarian 4 - none (2)FlyPower - Faenys - Tiefling - Druid lvl 2 - none (4) Norgai - Grond - silver Dragonborn - wild magic Barbarian 4 - none Gekauft: 1x Healer's Kit -5gp 1x Potion of Healing -50gp 1 Ladung Healers Kit verbraucht Loot: 100gp Broonch of Shielding Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s Guide. This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. Story Award: Defenders of Parnast You have repelled the enemies of Parnast and instilled confidence in the people. You’ll never sleep in a barn again while in Parnast. Everyone opens their doors to you. Story Award: A Giant Challenge You have earned the respect of Prince Thornacious. He challenges you to befriend a giant, as he has done with you, (Huge sized humanoid), without using charm effects. If you do, (DMs judgement), you may spend five downtime days to return to Thornacious, who uses Heart Sight to tell if you are true of heart. He bestows upon you the title: Adoness (Peacekeeper). This title grants you advantage on Charisma ability checks with goodaligned fey.
Adventure Logsheet
Teilnehmer: (4) C0ldW0lf - Theodore Isaac McAllister - Tasha's Custom (Aware Wolf) - Crown Paladin 4 - Lord's Alliance Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid, Circle of the Moon- Lvl 3 - Emerald Enclave (1) (4) Maluku Seito - Mug Beerhammer - Dwarf - Order Cleric 4 (4)Arikatzi020 - Far Howling - Shifter - Path of the Ancestral Babarian - none 4 - Claudia- Inaphina - Ranger - 4 - none (2) Yaidz - Kendrick - V Human - Artificer 2 Loot: 83,3 gp Ring of Swimming Ring, uncommon You have a Swimming speed of 40 feet while wearing this ring. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
Wechsel der Barbarian Sub Class von Path of the Ancestral Guardian zu Path Of The Totem Warrior (Wolf) ASI Wechsel von GWM zu +2 Str
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/93248/tradelogentries/1035636 Sekae
Adventure Logsheet
Teilnehmer: (3) happy - Wilcard - Eladrin - Sorcerer (Wild Magic) 3 - none (3) RedFistFlag - Gon Freecss - Costum Lineage - Ranger 1 Monk 1 Cleric 1 (4) C0ldW0lf - Shelldon Montgomery - Tortle - Paladin 2/Wizard 2 - none (4) Arikatzi020 - Far Howling - Shifter - Path Of The Totem Warrior Barbarian lvl 4 - none (3) Joscho - Berem Callon - Eladrin Spring - Fighter/Samurai - lvl 3 Loot: 39,8gp 1x Scroll of Protection from Fiends Gloves of Thievery Wondrous Item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. This item can be found in the Dungeon Master’s Guide. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.
Teilnehmer: (4) C0ldW0lf - Shelldon Montgomery - Tortle - Paladin 2/Wizard 2 - none (4) Doravien - Aidan Salass - Human - Shadow Sorcerer 4 (4)Arikatzi020 - Far Howling - Shifter - Path Of The Totem Warrior Barbarian lvl 4 (4) happy - Wilcard - Eladrin - Sorcerer (Wild Magic) 4 - none Loot: 1x Potion of Growth 1x Potion of Healing Periapt of Health Wondrous Item, uncommon This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, you are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. This item can be found in the Dungeon Master’s Guide. Soul Coin Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: • Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. • Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
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Tradet with Eoin https://www.adventurersleaguelog.com/users/36450/characters/104161/tradelogentries/1055872
Adventure Logsheet
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Tradet with Lerra https://www.adventurersleaguelog.com/users/36450/characters/90041/tradelogentries/1055879
Teilnehmer: (4) Arikatzi020 - Far Howling - Shifter (Longtooth) - Path Of The Totem Warrior Barbarian lvl 4 - none (1) Ineverexist - Astarion Greyward - Kenku - Wizard 1 - none (1) Bramymond - Sir Crick Wellsley - Variant human - Paladin: Oath of Devotion 1 - OotG (4)Echo - Flyneon Stargazer - Ghostwise Halfling - Stars Druid 4 - Keine Darkvision - Emerald Enclave LordFreaz - Eladon - High Elf - Draconic Bloodline (Blue) Scorcerer 1 - none Info: Story Award: A Giant Challenge wurde erfüllt durch die Anfreundung (duch die Erfüllung seiner Challenges) von den Ettin Gralm. Sie gibt 5 Downtime Days für den Folgenden Effekt: Adoness (Peacekeeper). This title grants you advantage on Charisma ability checks with goodalignedfey. Loot: 100gp 1x Potion of Greater Healing 1x Potion of Healing Ring Of Jumping Ring, uncommon, Requires Attunement This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away. While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Story Award: Satyr Training. Prince Thornacious has heard more of your great deeds through his servant Blassios. The latter invites you to come on a “vision quest” with him in the Forgotten Forest. If you do, you may spend 5 downtimes days to engage in revelry and seeking out your inner self. Once, if you fail a saving throw against poison, you may call upon your fey teachings to succeed on the saving throw, instead. Story Award: Defenders of Parnast. You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name. Story Award: Greater Defenders of Parnast. You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services. 1x Healer skit Ladung verbraucht
In Arbeit Far Howling Size: 185 (medium) Weigth: 50kg Eyes: dunkel Rot Hair: Dunkelbraun mit Hellbraunen Spitzen Skin: Dunkel gebräunt Costomizing your Origin: Race: Shifter (Longtooth) Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision, Shifting, Bestial Instincts Skill Proficiencies: Acrobatics Ability Score Point ´Buy: St 15 (+2+1), Dex 14, Con 15 (+1), Int 8, Wis 12, Cha 8 Class: Barbarian Saving Throw Proficiencies: Strength and Constitution Skill Proficiencies Choose 2: Perception, Animal Handling Weapon Proficiencies: Simple and Martial weapons Armor Training: Light and Medium armor and Shields Level 1: Rage, Unarmored Defense. Weapon Mastery Level 2 bis 4: Level 2: Danger Sense, Reckless Attack Level 3: Barbarian Subclass, Primal Knowledge Skill Proficiencie: Nature You gain a Barbarian subclass of your choice: Path of the Wild Heart Animal Speaker, Rage of the Wilds Level 4: Feat: Breat Weapon Master +1 Str Background: Howling Moontribemember (Outlander) Skill Proficiencies: Athletics, Survival Tool Proficiencies: Cook's Utensils Language Proficiencies: Common, Sylvan, Elvish Source: Ability +2, one +1 Chose: Str +2, Con +1 Feat: Tough Class Equipment Explorer's Pack, Javelin (4), Greataxe (EK), Handaxe (4), 15gp Equipment from Background (Outlander) Staff, Hunting Trap, Trophy from an Animal You Killed, Traveler's Clothes, Belt Pouch 10gp gekauft: Javelin (4)
Adventure Logsheet
Teilnehmer: (4) Sparetime Gamer - Momoira Moira - TCL Halfelf - Illusion Wizard 4 - none (4) Echo - Falace Fernwood - Halfling - 4 Thief Rogue - Zhent (4) C0ldW0lf - Zitthor Vormir - Bugbear - Monk 4 - Golden Vault (4) Arikatzi020 - Far Howling - Shifter (Longtooth) - Wildheard Barbarian lvl 4 - none (4) Zitzus - Elfric - Wood Elf - Hunter Ranger 4 - Golden Vault Info: Tritt der Golden Vault bei. Loot: 545gp Zala trägt zwei Zauberrollen (crown of madness und des sleep) 7x potions of healing enthält. two spell scrolls (Armor of Agathys and Arms of Hadar). drei Zauberschriftrollen (Arme von Hadar, bane und dimension door) a potion of gaseous form, a vial containing oil of slipperiness und ein Fläschchen mit einer Dosis assassin’s blood poison Ring of Jumping Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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. Golden Vault Reward: Bloodrage Greataxe Weapon (Greataxe), Uncommon You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. 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.
Teilnehmer: (4) Arikatzi020 - Far Howling - Shifter (Longtooth) - Wildheart Barbarian lvl 4 - none (4) JinxedBear - Elias "Silverling" Elmbrook - Elf - College of Eloquence Bard 4 - none (1) Lisa_Spinaci - Jupiter - Tabaxi - Rogue 1 - none (4) Karrakasz - Knud - Human - Artillerist Artificer4 - none (2) Inari - Diabellze, the White Witch - Tiefling - Wizard 2 - none Makeout season beim ablenken der Wachen zwischen Far und Elias. Loot: 40gp 5x Potion of Flying Wingwear Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
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Teilnehmer: (1) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 1 - none Karrakas aka Nils - als Ko-DM für diverse NPC Info: Jorlan hat einen Tag in seinen Normalen Leben erlebt, und seinen Leutnant Sarith, sowie einige andere Kennengelernt. Er hat mit Far sehr Interessiert und Drowisch agiert. Er hat Asha einen Deal vorgeschlagen das er Ihr versuchsobjekt mit Essenz versorgt und wenn er erwischt wird übernimmt er die Schuld. Was Asha freudig angenommen hat. Er hat die Höhle hinter den Wasserfall entdeckt und nutzt diese als Lager. Trinket: Command Sigil Trinket: Broken Jade Loop Trinket: Bent Key Trinket: Essence Vial Trinket: Distorted Chain Amulet (hat Ilvara momentan) Loot: (Hortauswahl bei Items) 1x Emberveil Tonic (Potion of Healing) 1x Reversed Essence - Quiet Dominion (Perfume of Bewitching) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) Appearance Dark, chitin-like lines radiate from the upper spine across the shoulders and down along the back, branching outward in fractured patterns. The tattoo does not appear inked — it looks grown. Beneath the skin, the surface resembles cracked, blackened chitin, threaded with faint, ember-like veins that glow dimly within the fractures. The pattern is uneven and incomplete, as if something beneath it once tried to emerge but was forcibly halted. When activated, the lines pulse with deep violet-black energy, and the fractures spread outward across the body — crawling over the shoulders, arms, and torso like living cracks. From these fractures, thin, shadowy strands — like strands of silk woven from darkness — lash outward, briefly forming fragmented, chitinous extensions before snapping back into the body. The pattern subtly tightens and shifts when the wearer is tense — almost as if restraining something beneath the surface. The tattoo’s texture and tone occasionally shift in subtle ways when exposed to strong emotion or shifting light, though this has no effect on its function. Tattoo Attunement To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowed, silk-like extensions erupt from the chitinous fractures, striking distant targets in your stead. These extensions momentarily solidify into jagged, incomplete limb-like forms, resembling fragments of something that never fully manifested. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. Minor Property: Painful You feel a persistent, underlying pain while bearing this tattoo. The sensation manifests as a dull, burning pressure beneath the skin, centered around the chitin-like fractures. The discomfort intensifies with stress, movement, or emotional strain. When the tattoo is activated, the pain sharpens — the fractures feel as though they are pulling apart from within, forcing unseen energy outward through the body. This pain does not impose mechanical penalties, but it is constant and cannot be ignored. Curse – Residual Mark of the Spider Queen The tattoo carries a lingering spiritual instability born from an interrupted transformation. While attuned, the wearer suffers the following minor curse: Minor Detrimental Property – Painful The tattoo is not a passive mark — it is a restrained transformation. The wearer constantly feels as though something beneath the skin is pressing outward, held in place only by the unstable magic of the tattoo. This manifests as persistent physical discomfort and an ever-present awareness of what the body almost became. This effect cannot be voluntarily suppressed. Curse Limitation The curse cannot be removed by Remove Curse. Breaking attunement suppresses the tattoo’s magic but does not fully remove the lingering sensation of its presence. 🕷️ Commander’s Veil (Cloak of Billowing) Wondrous Item, common Description This long, layered cloak is crafted from dark Underdark silk interwoven with fine strands of giant spider silk. The fabric is denser than expected, carrying a subtle weight that causes it to fall in heavy, controlled folds rather than shifting freely. When worn, the cloak drapes in multiple overlapping panels, deliberately obscuring the natural outline of the body. Its structure is intentional — broad across the shoulders and long along the back — designed to break up the wearer’s silhouette and conceal irregularities beneath its layered form. The surface of the fabric absorbs light rather than reflecting it, giving the cloak a muted, almost void-like presence even under direct illumination. Along the seams and edges, faint, thorn-like filigree patterns are woven into the silk — subtle and easy to miss unless viewed up close. These patterns seem to echo organic, branching structures, as though inspired by something grown rather than crafted. When the cloak rests, it hangs in deep, still shadows. When it moves, it does so with purpose. Billowing As a bonus action, you can cause the cloak to billow dramatically. When activated, the cloak does not flutter erratically. Instead, the layered silk unfolds outward in a controlled, deliberate motion, expanding its silhouette before settling again with quiet weight. The movement feels guided rather than wind-driven — smooth, measured, and precise. For a brief moment, the cloak seems larger than it should be, its layers stretching outward like a darkened veil before collapsing back into place. This effect is purely visual and has no additional mechanical benefit. Minor Property – Temperate The cloak adapts subtly to environmental conditions. While wearing it, you are comfortable in temperatures between 0 and 100 degrees Fahrenheit. The fabric never feels damp, overly cold, or suffocatingly warm. It maintains a steady, neutral comfort against the skin regardless of surrounding climate. Flavor At first glance, the cloak appears to be a practical garment suited for a harsh subterranean environment. On closer inspection, its structure suggests something more deliberate: it is not simply made to protect — but to contain. It hides more than shape. It softens movement. It obscures what lies beneath. When still, it settles into layered shadow. When stirred, it does not react — it responds. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) Appearance Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist. Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken. Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen. Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien: leicht rötlich violett schimmernd oder in den Farben des Hauses, dem der Träger gehört Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist. Living Ownership Sigil Das Zeichen ist nicht statisch. Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen. Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat. Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz. Tattoo Attunement To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into ink that becomes the tattoo, which appears on your skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away, as shadowy, silk-like extensions lash out from your body toward distant targets. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once this bonus action has been used, it can’t be used again until the next dawn. Minor Property: Painful (Bound Reprisal) You experience a harmless flash of pain when using the item. However, this pain is not constant. Instead, the tattoo reacts to disobedience. Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines: the recognized owner of the mark, or the house, faction, or authority the sigil currently represents the tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin a brief surge of heat radiating from the mark the sigil glowing intensely for a moment This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed. At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify. Curse: Brand of Ownership The tattoo binds more than flesh—it enforces recognition. While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership. This manifests as a subtle but persistent psychological pressure: a sense of being observed or claimed an instinctive hesitation before acting against the bearer of the sigil a lingering awareness of your place within a hierarchy not of your choosing When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling. The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers. Living Veil Choker Wondrous Item, common (Clothes of Mending, reflavored) Appearance This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light. The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles. There is no visible clasp. Yet the choker always sits exactly where it should. Material The choker is composed of a strange, living-derived substance, bound into a stable ornamental form. It carries a constant soft red–rose–violet shimmer, regardless of lighting Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert A subtle, almost pleasant sweet scent lingers around it Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. Behavior When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times. Over time, the choker subtly alters its appearance: the filigree shifts in fine detail the glow of the central gem deepens or softens chains and decorative elements rearrange themselves slightly These changes occur without command, as if the item simply reshapes itself according to unseen preferences. Living Core Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure. This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer. The process is subtle, continuous, and difficult to perceive without careful observation. To most, this is simply an unusual quality of its material. Properties This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. Any portion that is completely destroyed cannot be restored in this way. Metamorphic The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function. These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object. Strange Material The choker is made from a material that behaves unlike conventional metal, cloth, or leather. Though its internal nature appears fluid and adaptive, its durability and function remain unaffected. Extended Forms More refined versions of the Living Veil Choker are known to extend beyond a simple collar. In such cases, the material may: spread across the upper body form seamless, form-fitting garments create the appearance of layered attire without visible stitching Even in these expanded states, it remains categorized as clothing, not armor. Subtle Presence The choker maintains constant, perfect contact with the wearer. It: never feels loose never shifts unintentionally adjusts naturally to movement and posture At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. In-World Perception To most observers, this is: An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable. To those who study it more closely: The material does not behave like something made. It behaves like something that has learned to remain in form. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)
Adventure Logsheet
*** DM ENTRY ***
Teilnehmer: (2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none (2) Brennjie - Sheva - Aasimar - Cleric 2 - none (2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none (2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none (2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: Die verschiedenen Sklavenjäger brachten nach der Reihe immer mehr Sklaven in den Außenposten. Der Sklaven Penn ist etwas eng wobei schon an einer erweiterung gearbeitet wird. Durch die verschiedenen Rassen die sich darin befinden gibt es etwas problematische anpassungen die die Sklaven davon abhalten sollen sich gegenseitig zu verletzten oder ähnliches. Dies hatte zur Folge das es unter diesen natürlich auch gewisse Spannungen gab. Sie stellen auch fest, das Magie in diesen Penn wohl nicht funktioniert wobei noch nichts genaueres raus kam. Doch den Magie begabten Sklaven werden die Maulkörbe abgenommen die sie Stumm machen. was evtl heist das sie hier wohl genauso eingeschränkt sind. Doch einige hatten die Stimme der vernunft und konnten ein paar dazu überzeugen sich zusammen zu tun. Jorlan, der gecurste Drow wurde erstaunlich schnell in die Planungen einbezogen. Dieser ist aber mehr an seinen Secend Sarith und vllt ein bischen an den letzten Experiment von Asha (Far interessiert). Osvald hat Eldeth wiedererkannt die ihnen kurze Erklärungen gegeben hat, aber nicht wirklich ausführlich. Osvald wird auch von Stool dem kleinen Pilzwesen angesprochen der wieder nach hause will und sichtlich angst vor Sarith hat. Adrian denk immer noch das das ganze ein Missverständniss ist und möchte mit den Manager sprechen. Sheva hat sich mehr als nur eingesicht gemerkt das ihren Zorn wohl später spühren sollte. Sie hat sich erst mit Sarith unterhalten der ihr nur wenig auskunft über ihren Aufenthaltsort gab. Danach hat sie sich mit der Shifterin die in der Ecke lag beschäftigt die sehr unangenem von einen Drow und einen Eimer Wasser geweckt wurde. Dieser meinte das sie heute nacht gebraucht wird. Sheva erlebt dan auch später wie der Shifterin ein halsband angelegt wird und sich ihr outfit komplet verändert. Sie wird rausgebracht und verschwindet im Außenpossenten für eine gewisse zeit biss sie etwas zerzaust und verletzt wieder in den Penn geworfen wird. Es ist offensichtlich was mit ihr gemacht wurde. Kesh gruselt so zimlich alle anderen sklaven mit seinen Essenskommentar das er auf Halbling gehoft hat.
*** DM ENTRY ***
Teilnehmer: (2) Jinxedbear - Jorlan Duskryn - Dhampier - Monk 2 - none (2) Brennjie - Sheva - Aasimar - Cleric 2 - none (2) Bramymond - Osvald Sommergold - Dwarf - Wizard 2 - none (2) Raimundo_O - Kesh - Lizardfolk - Ranger 2 - none (2) ColdWolf aka Florian - Adrian Crown - Human - Druid lvl1/Barde lvl 1 - none Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: