Far Howling
Broonch of Shielding,
Ring of Swimming,
Shatterspike,
Periapt of Health,
Soul Coin,
Sentinel Shield,
Ring Of Jumping,
Ring of Jumping,
Wand of Magic Missiles,
Bloodrage Greataxe,
Wingwear,
Living Veil Choker (Clothes of Mending),
🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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| 2022-08-14 14:46 | Starting Log (Aktualisiert: 22.12.2022) | 10 | Show | |||||
Fern HowlingSize: 185 (medium) Costomizing your Origin: Race: Shifter (Longtooth) Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment BiographyThe 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. Even as a child, she could sense more than the others: Her mother, the Tribe's druid, Avarielle, taught her that sensitivity was not a weakness but a gift. 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. 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. 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. 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. 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. Path of the Wild Heart – The Fox Spirit Awakens The spirit within her — her Wild Heart — broke that night and then rebuilt itself. A survivor. 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: 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. 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? Then the other Far appears: The terrifying vixen who saw her tribe die — She growls when she’s had enough. 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 |
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| 2022-09-17 21:04 | DDEX01-01: Mission 3: The Dead at Highsun | 1 | 1 | 29 | 10 | Show | ||
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Teilnehmer: Madame Freona’s Tea Kettle Loot: gekauft 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. |
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| 2022-09-22 18:06 | DDAL09-02 Stopped at the Gate | 1 | 1 | 22 | 10 | Eyes of the Eagle | Show | |
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Teilnehmer: Flamme Dayrn Falburn Die Liste nach der Falburn verlangt um die Flüchtlinge pasieren zu lassen. Loot: 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 +1 lvl Path of the Ancestral Guardian Barbarian lvl 3 |
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| 2022-11-20 18:00 | DDAL05-02 The Black Road | 1 | 1 | 61 | 10 | Bracers of Archery | Show | |
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Teilnehmer: 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 Loot: 71 gp 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. 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 x4 Rationen verbraucht
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| 2022-11-20 23:48 | Trade Log | -5 | Bracers of Archery > Bracers of Archery | Show Trade Log | ||||
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Tradet with Neve Elura https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/964600 |
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| 2022-11-23 19:00 | DDAL05-03 Uninvited Guests | 1 | 45 | 10 | Broonch of Shielding | Show | ||
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Teilnehmer: Gekauft: 1 Ladung Healers Kit verbraucht Loot: 100gp Broonch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage 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 Story Award: A Giant Challenge Adoness (Peacekeeper). This title grants you |
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| 2022-11-25 18:00 | DDAL05-06 Beneath the Fetid Chelimer | 1 | 83.3 | 10 | Ring of Swimming | Show | ||
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Teilnehmer: Loot: 83,3 gp Ring of Swimming 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. |
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| 2022-11-26 00:00 | Umbau | Show | ||||||
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| 2023-01-31 20:32 | Trade Log | -5 | Bracers of Archery > Shatterspike | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1035636 Sekae |
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| 2023-03-10 20:07 | DDAL09-03 Hungry Shadows | 1 | 39.8 | 10 | Gloves of Thievery | Show | ||
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Teilnehmer: Loot: 39,8gp Gloves of Thievery 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. |
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| 2023-04-28 20:18 | DDAL09-04 Day of the Devil | 1 | 80 | 10 | Periapt of Health, Soul Coin | Show | ||
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Teilnehmer: Loot: Periapt of Health 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 |
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| 2023-05-17 11:29 | Trade Log | -5 | Gloves of Thievery > Glaive of Warning | Show Trade Log | ||||
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Tradet with Eoin https://www.adventurersleaguelog.com/users/36450/characters/104161/trade_log_entries/1055872 |
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| 2023-05-17 11:34 | Trade Log | -5 | Glaive of Warning > Sentinel Shield | Show Trade Log | ||||
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Tradet with Lerra https://www.adventurersleaguelog.com/users/36450/characters/90041/trade_log_entries/1055879 |
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| 2024-04-27 16:13 | DDAL05-10 Giant Diplomacy | 1 | 100 | 5 | Ring Of Jumping | Show | ||
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Teilnehmer: Info: Loot: 100gp Ring Of Jumping 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 |
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| 2025-12-12 10:32 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
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In Arbeit Far HowlingSize: 185 (medium) Costomizing your Origin: Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment gekauft: |
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| 2025-12-12 21:07 | DDHC-KftGV Reach for the Stars | 1 | 545 | 10 | Ring of Jumping, Wand of Magic Missiles, Bloodrage Greataxe | Show | ||
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Teilnehmer: Info: Loot: 545gp 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 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 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 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. |
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| 2026-04-16 20:10 | DDEX02-10 Cloaks and Shadows | 1 | 10 | Wingwear | Show | |||
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Teilnehmer: Makeout season beim ablenken der Wachen zwischen Far und Elias. Loot: 40gp Wingwear 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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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | Living Veil Choker (Clothes of Mending), 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) | Show DM Log | ||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) 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. 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. 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. 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. 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: 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. 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 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. 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. 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. 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 — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) 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 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 tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin 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 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 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. 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 Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. 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 These changes occur without command, as if the item simply reshapes itself according to unseen preferences. 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. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. 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. 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. 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 Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. 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. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| Date Played | Adventure Title | Tier | Session | ACP ▲ | TCP | Downtime | Renown | |
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| 2022-08-14 14:46 | Starting Log (Aktualisiert: 22.12.2022) | Show | ||||||
Fern HowlingSize: 185 (medium) Costomizing your Origin: Race: Shifter (Longtooth) Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment BiographyThe 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. Even as a child, she could sense more than the others: Her mother, the Tribe's druid, Avarielle, taught her that sensitivity was not a weakness but a gift. 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. 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. 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. 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. 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. Path of the Wild Heart – The Fox Spirit Awakens The spirit within her — her Wild Heart — broke that night and then rebuilt itself. A survivor. 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: 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. 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? Then the other Far appears: The terrifying vixen who saw her tribe die — She growls when she’s had enough. 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 |
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| 2022-09-17 21:04 | DDEX01-01: Mission 3: The Dead at Highsun | 1 | 10 | Show | ||||
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Teilnehmer: Madame Freona’s Tea Kettle Loot: gekauft 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. |
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| 2022-09-22 18:06 | DDAL09-02 Stopped at the Gate | 1 | 10 | Show | ||||
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Teilnehmer: Flamme Dayrn Falburn Die Liste nach der Falburn verlangt um die Flüchtlinge pasieren zu lassen. Loot: 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 +1 lvl Path of the Ancestral Guardian Barbarian lvl 3 |
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| 2022-11-20 18:00 | DDAL05-02 The Black Road | 1 | 10 | Show | ||||
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Teilnehmer: 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 Loot: 71 gp 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. 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 x4 Rationen verbraucht
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| 2022-11-20 23:48 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with Neve Elura https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/964600 |
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| 2022-11-23 19:00 | DDAL05-03 Uninvited Guests | 1 | 10 | Show | ||||
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Teilnehmer: Gekauft: 1 Ladung Healers Kit verbraucht Loot: 100gp Broonch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage 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 Story Award: A Giant Challenge Adoness (Peacekeeper). This title grants you |
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| 2022-11-25 18:00 | DDAL05-06 Beneath the Fetid Chelimer | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 83,3 gp Ring of Swimming 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. |
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| 2022-11-26 00:00 | Umbau | Show | ||||||
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| 2023-01-31 20:32 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1035636 Sekae |
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| 2023-03-10 20:07 | DDAL09-03 Hungry Shadows | 1 | 10 | Show | ||||
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Teilnehmer: Loot: 39,8gp Gloves of Thievery 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. |
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| 2023-04-28 20:18 | DDAL09-04 Day of the Devil | 1 | 10 | Show | ||||
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Teilnehmer: Loot: Periapt of Health 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 |
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| 2023-05-17 11:29 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with Eoin https://www.adventurersleaguelog.com/users/36450/characters/104161/trade_log_entries/1055872 |
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| 2023-05-17 11:34 | Trade Log | -5 | Show Trade Log | |||||
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Tradet with Lerra https://www.adventurersleaguelog.com/users/36450/characters/90041/trade_log_entries/1055879 |
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| 2024-04-27 16:13 | DDAL05-10 Giant Diplomacy | 1 | 5 | Show | ||||
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Teilnehmer: Info: Loot: 100gp Ring Of Jumping 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 |
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| 2025-12-12 10:32 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
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In Arbeit Far HowlingSize: 185 (medium) Costomizing your Origin: Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment gekauft: |
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| 2025-12-12 21:07 | DDHC-KftGV Reach for the Stars | 1 | 10 | Show | ||||
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Teilnehmer: Info: Loot: 545gp 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 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 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 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. |
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| 2026-04-16 20:10 | DDEX02-10 Cloaks and Shadows | 1 | 10 | Show | ||||
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Teilnehmer: Makeout season beim ablenken der Wachen zwischen Far und Elias. Loot: 40gp Wingwear 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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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | Show DM Log | |||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) 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. 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. 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. 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. 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: 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. 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 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. 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. 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. 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 — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) 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 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 tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin 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 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 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. 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 Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. 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 These changes occur without command, as if the item simply reshapes itself according to unseen preferences. 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. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. 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. 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. 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 Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. 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. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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| 2022-08-14 14:46 | Starting Log (Aktualisiert: 22.12.2022) | 10 | Show | |||||
Fern HowlingSize: 185 (medium) Costomizing your Origin: Race: Shifter (Longtooth) Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment BiographyThe 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. Even as a child, she could sense more than the others: Her mother, the Tribe's druid, Avarielle, taught her that sensitivity was not a weakness but a gift. 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. 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. 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. 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. 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. Path of the Wild Heart – The Fox Spirit Awakens The spirit within her — her Wild Heart — broke that night and then rebuilt itself. A survivor. 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: 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. 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? Then the other Far appears: The terrifying vixen who saw her tribe die — She growls when she’s had enough. 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 |
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| 2022-09-17 21:04 | DDEX01-01: Mission 3: The Dead at Highsun | 1 | 29 | 10 | Show | |||
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Teilnehmer: Madame Freona’s Tea Kettle Loot: gekauft 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. |
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| 2022-09-22 18:06 | DDAL09-02 Stopped at the Gate | 1 | 22 | 10 | Eyes of the Eagle | Show | ||
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Teilnehmer: Flamme Dayrn Falburn Die Liste nach der Falburn verlangt um die Flüchtlinge pasieren zu lassen. Loot: 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 +1 lvl Path of the Ancestral Guardian Barbarian lvl 3 |
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| 2022-11-20 18:00 | DDAL05-02 The Black Road | 1 | 61 | 10 | Bracers of Archery | Show | ||
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Teilnehmer: 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 Loot: 71 gp 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. 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 x4 Rationen verbraucht
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| 2022-11-20 23:48 | Trade Log | -5 | Bracers of Archery > Bracers of Archery | Show Trade Log | ||||
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Tradet with Neve Elura https://www.adventurersleaguelog.com/users/36450/characters/87768/trade_log_entries/964600 |
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| 2022-11-23 19:00 | DDAL05-03 Uninvited Guests | 1 | 45 | 10 | Broonch of Shielding | Show | ||
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Teilnehmer: Gekauft: 1 Ladung Healers Kit verbraucht Loot: 100gp Broonch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage 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 Story Award: A Giant Challenge Adoness (Peacekeeper). This title grants you |
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| 2022-11-25 18:00 | DDAL05-06 Beneath the Fetid Chelimer | 1 | 83.3 | 10 | Ring of Swimming | Show | ||
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Teilnehmer: Loot: 83,3 gp Ring of Swimming 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. |
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| 2022-11-26 00:00 | Umbau | Show | ||||||
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| 2023-01-31 20:32 | Trade Log | -5 | Bracers of Archery > Shatterspike | Show Trade Log | ||||
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Tradet with https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1035636 Sekae |
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| 2023-03-10 20:07 | DDAL09-03 Hungry Shadows | 1 | 39.8 | 10 | Gloves of Thievery | Show | ||
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Teilnehmer: Loot: 39,8gp Gloves of Thievery 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. |
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| 2023-04-28 20:18 | DDAL09-04 Day of the Devil | 1 | 80 | 10 | Periapt of Health, Soul Coin | Show | ||
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Teilnehmer: Loot: Periapt of Health 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 |
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| 2023-05-17 11:29 | Trade Log | -5 | Gloves of Thievery > Glaive of Warning | Show Trade Log | ||||
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Tradet with Eoin https://www.adventurersleaguelog.com/users/36450/characters/104161/trade_log_entries/1055872 |
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| 2023-05-17 11:34 | Trade Log | -5 | Glaive of Warning > Sentinel Shield | Show Trade Log | ||||
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Tradet with Lerra https://www.adventurersleaguelog.com/users/36450/characters/90041/trade_log_entries/1055879 |
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| 2024-04-27 16:13 | DDAL05-10 Giant Diplomacy | 1 | 100 | 5 | Ring Of Jumping | Show | ||
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Teilnehmer: Info: Loot: 100gp Ring Of Jumping 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 |
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| 2025-12-12 10:32 | Reworkt Starting Log and Rest Changes for 2024 Rules | Show | ||||||
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In Arbeit Far HowlingSize: 185 (medium) Costomizing your Origin: Class: Barbarian Background: Howling Moontribemember (Outlander) Class Equipment gekauft: |
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| 2025-12-12 21:07 | DDHC-KftGV Reach for the Stars | 1 | 545 | 10 | Ring of Jumping, Wand of Magic Missiles, Bloodrage Greataxe | Show | ||
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Teilnehmer: Info: Loot: 545gp 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 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 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 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. |
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| 2026-04-16 20:10 | DDEX02-10 Cloaks and Shadows | 1 | 10 | Wingwear | Show | |||
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Teilnehmer: Makeout season beim ablenken der Wachen zwischen Far und Elias. Loot: 40gp Wingwear 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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| 2026-04-19 18:00 | Fr-DC-BftD: Jorlan, The Cursed | 1 | Living Veil Choker (Clothes of Mending), 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) | Show DM Log | ||||
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Teilnehmer: Info: Trinket: Command Sigil Loot: (Hortauswahl bei Items) 🕷️ Chitin of the Half-Bound (Eldritch Claw Tattoo) Wondrous Item (tattoo), uncommon (requires attunement) 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. 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. 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. 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. 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: 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. 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 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. 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. 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. 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 — It hides more than shape. When still, it settles into layered shadow. 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) 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 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 tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin 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 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 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. 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 Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. 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 These changes occur without command, as if the item simply reshapes itself according to unseen preferences. 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. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. 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. 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. 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 Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. 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. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 2026-04-22 19:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 1 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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| 2026-04-29 21:00 | Out of the Abyss - Chapter 1: Prisoner of the Drow and DC´s | 2 | Show DM Log | |||||
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Teilnehmer: Wird an As a Player Reward an Far Howling verteilt +10 Downtime. Infos: |
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