Vallara Nightcry

Season:
Forgotten Realms S 12
Race:
Dhampier
Class:
Swarmkeeper Ranger lvl 4
Background:
Blood Rose (Vampire Devotee)
Lifestyle:
Wealthy
Current Level:
4
Total GP:
1125.8
Total Downtime:
40
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
22
Magic Item Limit:
1
Quiver of Ehlonna,
Moon-Touched Sword,
Elkhorn Scimitar (Moon-Touched Scimitar),
Artaaqs Mantel (Nature's Mantle),
Slumbering Scaled Ornament (Earring),
Leafwarden (Dragon Slayer Longsword),
Confectioner’s Bag of Tricks (Bag of Tricks, Gray),
Baba Yaga´s Dancing Broom,
Slumbering Dragon Vessel (Vial),
Necklace of Adaptation,
Whip +1,
Sylvan Talon Shortsword,
Clockwork Amulet,
Horn of Silent Alarm,
Studded Leather Enspelled Armor (Shield),
Instrument of Scribing (Lyre),
Decanter of Endless Water,
Nature's Mantle,
Gloves of Missile Snaring,
Pearl of Power,
Slumbering Dragon's Wrath Shortsword,
Slumbering Dragon-Touched Focus (Amulet)

Log Entries

Date Played Adventure Title Session ▲ Levels GP Downtime Magic Items
2022-12-23 21:30 CCC-GHC-BK1-01 Into the Border Kingdoms 1 1 58.9 10 Quiver of Ehlonna, Moon-Touched Sword Show

Teilnehmer:
(1) Arikatzi020 - Vallara Nightcry - Halbelf (Dhampier) - Ranger lvl 1 - none
(1) Ineverexist - Sheila Elacs - TCL Awakend Cobra - Fighter 1 - none
(2) Frederic T. - Zanitina Daphiphina Heshana Ninzel Hellkopf - Rock Gnome -Transmutation Wizard 2 - Emerald Encalve
(1) Claudia N. - Shin Lin Lee - TCL(Tanukin) - Fighter 1 - none
(2) Angstman - Grimr - Half Orc - Cleric 1- none
(1) Schlauch - Helmfried Bogar - Variant Human - Barbarian 1 - none
(1) - Matrim - Richard der Dritte von Derlusk - Variant Human . Fighter1 - none


Loot: 71,4 gp


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item.


  • 1 lvl Ranger

Gekauft:
1x Silk Rope (50 feet) -10gp
40 Pfeile -2 gp
verkauft:
1x Hempen Rope (50 feet) + 0,5gp

2025-11-15 21:36 DDHC-DD Death at Sunset 1 217.4 10 Slumbering Scaled Ornament (Earring), Leafwarden (Dragon Slayer Longsword) Show

Teilnehmer:
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Marcelinho700 - Luna - Tiefling - Celestial Warlock 4 - none
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:
Centuries ago, six bickering elven families finally decided to branch out and make peace. To celebrate, they planted a ring of redwood saplings—family therapy, but with more photosynthesis.

Unfortunately, an ancient green dragon soon moved in, turned the roots into her lair, and absolutely trashed the neigh-bor-hood. Her toxic vibes (and actual poison) warped the forest. The elves called her Death-at-Sunset because she loved dramatic timing and evening snacks. She loved the name so much she yelled it before every massacre—branding matters.

A hundred years ago, the elf warrior Ethvarn and her friends chopped that problem down to size, though Ethvarn died in the effort. The elves mostly noped out of the area, leaving only a tiny outpost called Redwood Watch to keep an eye on things.

Now Redwood Watch has grown into a village, and the trees are looking tree-mendously unwell. In the last month, five villagers disappeared in the grove—first council member Armin Whisperwind, then four volunteers who really misunderstood the phrase “follow-up investigation.”

Time for the heroes to step in and root out the problem before things go from bad to wyrm.


Selenar Woodwise - hiesige Priesterin
Gwenhumara Goldmoss - Ratsmitglied
Leafwarden, das Schwert der Heldin wurde nie gefunden - vllt noch im Drachen Grab
Ein Wächter mit grüner Haut und Blätter im Haar soll beim Großen Baum wachen - anscheind ein Waldgeist.
https://files.d20.io/images/446371718/CD9COu8buwB3EUgPlwG9fA/max.png?1750876604
Ein Zauberwirker erzählt von der möglichkeit das der Drache zu einen Dracolich gemacht worden sein könnt.
Ein dunkel gekleideter Mann kommt zu Vallara und sagt das er vermutet das dies ein Fluch sei der vom Tod des Drachen ausgelöst wurde. Der Mann empfhielt die Beine in die Hand zu nehmen und verschwindet dann im Schatten.
Sunny Lightpurse, eine reisende Händlerin kommt im Dorf an und wir kaufen etwas ein.


Loot: 217,4gp
1x Dust of Disappearance
1x Potion of Hill Giant Strength
1x Spell Scroll of Web
1x Keoghtom's Ointment
4x Potion og Healing

Trinket: Hand mirror in a silver frame (worth 40 GP)
Trinket: Ivory comb (worth 35 GP)


Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.


Slumbering Scaled Ornament (Earring)
Wondrous item, uncommon (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Draconic Quirk: The item's bearer can speak and understand Draconic.


2025-11-16 20:12 DDHC-DD-02 Baker's Doesn't 1 10 10 Confectioner’s Bag of Tricks (Bag of Tricks, Gray), Baba Yaga´s Dancing Broom, Slumbering Dragon Vessel (Vial) Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) C0ldW0lf - Corellius - Aasimar(/Tiefling) - Paladin 4 - Harpers
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:


Hubbleton is a cozy little crumb of a village on a busy road, famous for the heavenly bread and pastries of Fill Flourforge—so good they’re basically a holy roll.

What the townsfolk don’t know is that Fill’s secret ingredient is dragon fire. He’s been secretly raising a chaotic gold dragon wyrmling out back—basically a flying, fire-breathing toddler with zero impulse control.

One morning, the wyrmling disappears… and Hubbleton’s newest confectionery shop mysteriously goes up in smoke. Suspicious? Absolutely.

As the characters investigate this half-baked disaster, they’re led into a fairy-tale mess involving a hag with an awful palate (she loves food that tastes bad) and three unfortunate confectioners who had the misfortune of crossing paths with a hungry, curious baby dragon. Now they’re all baked right into the adventure—whether they like it or not.


Edith, die Bäckerei stand in Flammen, macht dem hiesigen Bäcker Konkurenz.
Fill Flourforge, Hiesiger Bäcker der die Konkurent der alten Dame vllt nicht gut fand.
Finden ein Bild von Edith und ihren Kleinen bruder.
Man findet in der Nähe des Brunnens eine Zimtschnecke die das markenzeichen des Hiesigen bäckers ist. Die bissspuren darin sind eindeutig nicht Humanoid.
Ein betrunkener Dorfbewohner kommt uns entgegen und erzählt uns von einer Goldenen fliegenden Echse. Sie flog richtung Wald.
Uncle Nibblecheek, macht illegeale Süßichkeiten (mit bugbear Arbeitrn)
Bubba Wugga, Rießen Puppe die die das Büro vom Uncle bewacht.
Briochebane, eine kleine goldene Drachendame sitzt auf seinen Ofen mit leeren Blick.


Loot: 10gp
1x Spell Scroll of Greater Restoration


Briochebane lies Vallara ihr Slumbering Scaled Ornament (Earring) und Slumbering Dragon Vessel (Vial) in ihren Drachenflammen Baden. (Golddragon)


Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.


Baba Yaga´s Dancing Broom
Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.


Slumbering Dragon Vessel (Vial)
Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-20 22:00 DDHC-DD-03 The Will of Orcus 1 662.5 10 Necklace of Adaptation, Whip +1, Sylvan Talon Shortsword, Clockwork Amulet, Horn of Silent Alarm, Studded Leather Enspelled Armor (Shield), Instrument of Scribing (Lyre), Decanter of Endless Water, Nature's Mantle, Gloves of Missile Snaring, Pearl of Power, Slumbering Dragon's Wrath Shortsword, Slumbering Dragon-Touched Focus (Amulet) Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none


Info:
Nezzarum der Silberdrache hilft uns gegen die Orcusanbeter.


Wir werden beauftragt von einen Wirt dessen Eltern wohl mal abenteuer waren die Orcusanbeter die sich wieder im Tempel in den nahen bergen eingenistet haben zu vertreiben (auszuräuchern). Er scheint ein Aasimar zu sein und sorgt sich um das Dorf und seine Bewohner.


gekauft: 662,5gp
1x Clothing, cold weather -10gp


Loot:
1x Spell Scroll of Revivify
1x Spell Scroll of Fog Cloud


Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.


Whip +1
Weapon (Whip), Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.


Sylvan Talon Shortsword
Weapon (Shortsword), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.


Clockwork Amulet
Wondrous Item, Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.


Horn of Silent Alarm
Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.


Studded Leather Enspelled Armor (Shield)
Armor (Studded Leather), Uncommen (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.


Instrument of Scribing (Lyre)
Wondrous Item, Common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.


Decanter of Endless Water
Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:

Splash. The decanter produces 1 gallon of water.

Fountain. The decanter produces 5 gallons of water.

Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.


Nature's Mantle
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.


Gloves of Missile Snaring
Wondrous Item, Uncommon (Requires Attunement)

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.


Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.


Slumbering Dragon's Wrath Shortsword (Silverdragon)
Weapon (Shortsword), uncommon (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.


Slumbering Dragon-Touched Focus (Amulet)
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-15 21:28 Downtime Ergänzung = Catching up und Shopping 1 -15 Show

gekauft:
1x Cartographer's Tools -15gp


Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) +10 Downtime und diese dan gleich gegen ein Level Up eingetauscht


Level 4: Feat Dual Wielder +1 Dex


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) 1 166 Elkhorn Scimitar (Moon-Touched Scimitar), Artaaqs Mantel (Nature's Mantle) Show DM Log

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


2025-11-15 20:16 Reworkt Starting Log and Rest Changes for 2024 Rules 26 Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Dhampier
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
Speed: 35 feet, Climb equal to your walking speed
Darkvision. You have Darkvision with a range of 60 feet.
Spider Climb. You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath. You have Resistance to Necrotic damage.
Vampiric Bite.
Ability Score Point ´Buy:
St 8, Dex 15 (+2), Con 14, Int 8, Wis 15 (+1), Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Level 1: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Perception, Survival, Acrobatics
Deft Explorer Language Proficiencies: Abyssal, Sylvan
Expertis: Perception


Choose a Background: Blood Rose (Vampire Devotee inspirirt)
Skill Proficiencies: Persuasion and Stealth
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Cook's Utensils)
Language Proficiencies: Common, Elvish, Undercommon
Source: Ability +2, One +1
Chose: Wis +1, Dex +2
Feat: Vampire’s Plaything
Level 2: Deft Explorer, Fighting Style
Level 3: Ranger Subclass
Swarmkeeper: Swarmkeeper Magic, Gathered Swarm


Class Equipment Choose A: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP
Equipment: Choose: (A) Cook's Utensils, Fine Clothes, 2 Glass Bottles, Healer's Kit, Perfume, Lamp, Oil (3 flasks), Waterskin, 19 GP


Biography


Vallara Nightcry - The Blood Rose

Born as Eleonora Eirontalar – forgotten in the light, baptized in shadow.

In the dusty archives of Waterdeep's noble families, between scrolls of genealogies, trade ledgers, and marriage protocols, the name Eleonora Eirontalar can still be found. A name that once carried weight. A daughter of House Eirontalar, born into a web of power, etiquette, and obligation. But her birth brought not joy, only concern. Her father, Lord Tharendil Eirontalar, a man of pride and position, saw in the newborn girl something foreign. Her features too strange, her skin too pale, her eyes too red. She was not his.

Yet families like the Eirontalars do not air their shame. Instead, the girl was hidden away in a secluded northern estate. A vast manor surrounded by mist and silence. There, Eleonora was raised under the supervision of a governess, far from the splendor and cruelty of the main house. Her mother, Lady Saralyne, was placed under strict house arrest, barely allowed to see her child. Their rare encounters were tinged with sorrow – shadows brushing against one another, unable to merge.

Eleonora's childhood unfolded in quiet succession. Her tutors were cold, her surroundings dull, the staff indifferent or cruel. Only one person offered her warmth: Joran, the stable master's son. A young hunter, grounded and honest, untouched by noble hypocrisy. He taught her how to move through woods in silence, how to defend herself, how to read nature as a living book. His affection was not romantic, but human. A lifeline to a world that wasn't lies.

At sixteen, Eleonora was permitted to attend a diplomatic ball, held far from the main estate to avoid scandal. She was told to stay quiet, to observe, to become accustomed to the masks of society. Yet she stood out – not through opulence, but through stillness. Her presence was ghostly, strangely elegant. Few dared speak to her, but many watched.

And he watched too.

A man dressed in black. Masked, as tradition demanded, but unlike the others. No gold, no laughter, no polite chatter. Only a glance, a bow, and an invitation to dance. She accepted.

What happened that night is shrouded in mist. Not because it was hidden, but because she no longer remembers. When morning came, Eleonora was gone. No footprints. No witnesses. Only a torn red ribbon on the balcony. House Eirontalar declared her dead. And moved on.

The Birth of Vallara

In halls of shadow, far from memory and light, she awoke anew. Not turned. Not cursed. Not like in the stories. There was no violent embrace. But there were bites.

The vampire Velan d'Vorath, known in ancient songs of the dark as The Last Moon of Luvienne, did not kill her. He claimed her. Sipped from her slowly. Returned to her again and again, never draining her entirely. For she, like the others, tasted too sweet to waste.

He fed on her — just enough to savor, just enough to leave her dazed, docile, drifting. Never enough to turn. He kept her on the edge, balancing between life and undeath like a fine blade resting on a breath.

His domain lies folded between the Shadowfell and the waking world, a place where time stretches, where thought unravels, where reality blurs like smoke. There, Velan holds court – not as a tyrant, but as a host. His guests never leave. Some understand this. Others never realize.

Vallara is among the latter.

She was given a new name. A new purpose. Her memories of Eleonora were slowly eroded by dreams, illusions, and whispers. She was reshaped by affection, by desire, by the cold comfort of his presence. She came to believe her life had been empty before. That he had saved her.

And, for a time, she believed it.

Dhampir by Design

Vallara's condition is not the result of a single act, but a long, deliberate process. Velan's magic, his aura, his feeding — they reshaped her over time. Her body became a boundary between life and undeath. She barely ages. Her heart beats slowly. Her senses are sharpened, her strength unnatural. Yet she is not undead. Not cursed. Not truly alive.

She is a grown shadow flower – cultivated, consumed in part, and always called back.

Velan sends her into the world from time to time. Not out of kindness. But because she is useful. "You shall walk," he says, "where I cannot. Gather knowledge. Echoes. Names. Return when you are heavy enough for my attention."

She obeys. Always. Somewhere in her broken heart, she still believes it's love. That she is special. Chosen.

But she is not alone.

The Other Thralls

Velan d’Vorath keeps many lovers and thralls. Some remain for weeks. Some for centuries. The two Vallara knows best are:


• Saela Veilstrance – The Silent Hand

Once a devout monk, now an ascetic. Saela once walked the Way of the Long Death – a path of contemplation, discipline, and acceptance of mortality. Velan fascinated her. She entered his service willingly and became a ghost of order within his domain. He feeds from her too — ritualistically, reverently. She speaks little, moves with purpose, and watches always. Her presence is stillness itself. It is said she never sleeps.


• Lyssaria Duval – The Gleaming Lie

A sweet breath, a poisoned smile. Lyssaria shines like a goddess, speaks like a temptress, and lies like an artist. She welcomes the bite, relishes in the dance of attention and withdrawal. No one knows her origin. She weaves falsehoods like silk and dances through truths with a laugh. Vallara instinctively mistrusts her. But perhaps that's what Lyssaria wants. Her loyalty to Velan is unclear. Perhaps even to herself.


Vallara in the World

When Vallara walks the world, she dresses in elegant echoes of nobility. An old corset, a high-collared coat, fingerless gloves, tall boots. Her hair is silver-white, flowing past her hips. Her eyes, deep crimson. Her voice measured. Her movements graceful.

She appears composed. But she is adrift.

She remembers nothing of Eleonora Eirontalar. Yet sometimes, memories surface: a sunrise through stained glass, the scent of lavender and parchment, a silver fox-fur shawl.

She thinks they're dreams.

Sometimes she wonders why she is named "Nightcry." Why she wakes in tears without reason. Why she cannot laugh without pain.

She believes this is normal.

But deep within, something stirs. Not rage. Not defiance. Not yet. Only a quiet, growing question:

"Was I ever... truly me?"

And perhaps one day, that question will become a whisper in the dark. Then a cry. Then a rebellion.

But until then... she dances.

For him. For Velan. For a love that may never have been real.


Vallara Nightcry is a striking woman of otherworldly grace. Her skin is porcelain pale, flawless and smooth, almost translucent in the right light. Her long, silver-white hair falls freely down her back, only broken by a single blood-red earring that sways with her movements. Her eyes are an intense, glowing crimson, framed by sharp lashes and rarely showing emotion – eyes that seem to study rather than see. Her lips are a muted rose, and though her features are delicate, there’s a sense of something restrained beneath the surface.

Her attire blends noble elegance with a darker, gothic edge. A blood-red corset clings tightly to her frame, fastened with small golden clasps. From her waist, flowing black skirts spill down in layered folds – sheer in parts, heavy in others – and trail behind her like smoke or shadow. The upper edges of the gown are adorned with sculpted, thorn-like shoulder guards that resemble crimson petals, sharp and elegant. Her arms are gloved in dark leather, her legs clad in high black boots with subtle gold accents and reinforced knees, allowing ease of motion despite the formality of the look.

Perhaps most unsettling is what hides in her dress: a swarm of shadowy bats, hidden between folds of silk and enchantment. They emerge when called, slipping between layers with eerie grace, almost invisible until they take flight.

Despite her beauty, there’s a coldness to her stance – chin held high, back straight, movements precise. Vallara is not expressive. She rarely smiles. She speaks in low tones, every word deliberate. Her presence carries the weight of someone used to being watched, but never truly seen.


Velan d’Vorath – The Last Moon of Luvienne

It is said Velan was not born in a grave—but in the mirror of the sky.

Luvienne was once a secluded, mountain-top city hidden high in the Earthspur Mountains, along the borderlands of The Vast. It lay cradled within a flattened basin of snow, wind, and starlight. There, ages ago, a sect of Drow faithful to Eilistraee rose from the Underdark and built a sanctuary—peaceful, artistic, devout, and long forgotten by the world. The higher they climbed, the further they felt from Lolth's web, and the closer they drew to the moon they worshipped.

Luvienne had stood since the time of Netheril, protected by ancient magic, music, and pacts sealed in silence. It endured for millennia—until the Spellplague came.

When the world’s magic shattered, so did Luvienne. Wards collapsed. Stone cracked. Arcane foundations imploded. What remained was ruin: a broken citadel on a windswept cliff, scattered homesteads buried in snowdrifts—and Velan d’Vorath.

Back then, Velan was a scion of the city—a duelist, poet, diplomat, and dreamer. As everything crumbled, he turned not to gods, but to something else—an entity seeping through the torn edges of reality: an ancient being of shadow, hunger, and memory.

Velan did not beg for power. He pleaded for his people's survival. But over the centuries, both he and the entity changed. The pact bound them. Shaped them. Twisted them. Velan became something beyond death, and the entity learned to breathe through him.

Now, Velan is a vampire lord, cloaked in silk and secrets, scented with bloodroses and ancient longing. His former domain—the castle of Luvienne—still stands, hidden in the frozen peaks, veiled by enchantments, blizzards, and silence. Few even know it exists. Fewer still attempt to find it.

Velan is a collector. Of memories. Of gestures. Of servants, lovers, and thralls—sometimes all at once. Some he adores. Some he forgets. Some he nearly turns, then leaves suspended. For Velan bites, but rarely completes. His court is known for its beauty, its haunting presence, its bitter sweetness.

Some whisper that a night with one of his companions brings luck—or at least a beautiful nightmare.

Though Velan shuns most friendships beyond his walls, a few exceptions remain—a warlock queen, nobles with refined tastes, one or two fallen priestesses. To maintain these ties, he occasionally appears at private gatherings and secret salons, always accompanied by selected thralls whose presence changes the atmosphere of the room.

And yes—he lends them. For favors. For secrets. For a night.

But his domain remains forbidden. Those who come uninvited find only snow and silence. Those who are summoned return... altered, if they return at all.

His sigil is both memory and warning: a black and gold rapier, ornate and deadly, piercing a bouquet of five roses—black, gray, red, pink, and white—against a looming blood-red moon. It marks those who serve him, and haunts those who dream of replacing them.

And when the blood moon rises, he still dances.

Alone, or with those who have long forgotten they were ever free.


2022-11-15 18:43 Starting Log (Aktualisiert: 22.12.2022) Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Halbelf (Dhampier)
Skill Proficiencies: Acrobatics (SRD), Perception (SRD)
Language Proficiencies: Common, Elvish, Undercommon (PHB)
Source: Ability +2, Two +1
Chose: Con +1, Wis +1, Dex +2
Ability Score Point ´Buy:
St 8, Dex 15, Con 13, Int 10, Wis 15, Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Stealth, Survival, Insight
Favored Enemy: Undead
Favored Enemy Language: Infernal (PHB)
Deft Explorer Language Proficiencies: Abyssal (SRD), Sylvan (PHB)
Expertis: Perception


Choose a Background: Childe of the Night (Noble)
Skill Proficiencies: Persuasion, Animal Handling (Proficiencies Switsch: History)
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Playing Card Set)
Language Proficiencies: Celestial (PHB)
Feat: Magic Initiate Class: Druid
1st lvl: Charm Person
Cantrips: Shillelagh, Guidance


Biography


Geboren in Waterdeep in die Noble Familie von Eirontalar.
(True Name Eleonora Eirontalar)
.
Vallara´s Leben begann mit einem Schrei und vielen Gemurmel. Sie sah nicht aus, wie ihr Vater das konnte, man sofort sehn, ob wohl sie noch ein Säugling war. Sie war somit schnell als Bastard Balg gekennzeichnet und ihre Familie ließ ihre Existenz unter den Teppich kehren. Doch da sie trotzdem die Tochter ihrer Mutter war schmiss man sie nicht einfach raus. Nein sie ließen sie in einem abgelegenen Herrenhaus von einer Ziehmutter aufwachsen. Nur selten bekam sie das Gesicht ihrer Mutter zu sehen, da diese nach ihrem Fehltritt zu Hausarrest verdonnert wurde, bis ihr Ehemann und Stiefvater Vallara´s entschied das er ihr wieder vertrauen konnte. Demnach lernte sie wenig sozialverhalten. Sie hatte nicht viele mit denen sie wirklich offen reden konnte. Ihre Lehrer waren streng und kalt. Die Zofen waren alt und verbittert. Das Personal waren hauptsächlich Leute die sich etwas zu schulde kommen ließen oder zu alt. Der Einzige der wirklich mit ihr normal redete als wäre sie nicht ein Fehler war der Sohn des Stallmeisters. Ein junger Jäger der ihr das erste Mal das Gefühl gab etwas wert zu sein......
.
Die Jahre vergingen und immer weniger Aufmerksamkeit wurde ihr von außerhalb gegeben bis eines Tages eine Bande von Dieben das Anwesen entdeckte. Sie hatten ein leichtes sich Zugang zu verschaffen und hatten wenig Probleme die geschwundenen Bediensteten zu beseitigen. Vallara war nun 18 Jahre, sie war zwar keine Kriegerin, doch sie wusste sich zu verteidigen. Dies zumindest wurde ihr beigebracht und nun nutzte sei diese Fähigkeiten. Nachdem sie den letzten der Banditen aufgelauert und erledigt hatte wurde ihr klar, dass dies ihre Chance sei frei zu sein. So setzte sie schnell einen Plan um der ihr sonst so behütetes Leben über den Haufen warf. Sie verließ das Anwesen und ging raus in die Welt, um zu lernen was dort war. Und vielleicht würde sie auf die Fragen, die sie in ihrem Herzen hatte, endlich Antworten finden.
.
Sie verbrachte einige Jahre damit ihre Fähigkeiten zu verbessern die sie zum Überleben brauchte. Doch ihr Name war für andere zu bekannt, deswegen gab sie sich einen Neuen sodass niemand von der Schmach ihrer Familie erfuhr und diese sie in Ruhe lies. Auch wenn sie ihre Familie nicht liebte, hatte sie doch eine Schuld ihr gegenüber, sodass sie entschied für immer zu verschwinden. Und so war Vallara Nightcry geboren.
.
Lange Weißblonde Haare, die fast bis zum Boden reichen Blut Rote stechende Augen und eine Figur, die manch einen neidisch machen könnte. Vallara ist eine ca. 1.70 große Halbelfe... Elf ja das ist klar doch das andere. Ihre Haut ist bleich schon fast Leichen blass und ihre Gesichtszüge zeigen selten etwas anderes als ein abschätzendes, kaltes mustern ihres Gegenübers. Lächeln ist mehr als nur eine Seltenheit doch, wenn sie dies tut und jemand extrem aufmerksam ist, bemerkt er vielleicht die Zwei etwas längeren Eckzähne, die sie wohl nicht zeigen möchte. Ihre Gewandung zeigt ihren guten ihre Vergangenheit wieder. Feines Mieder und ein Jagt Kleid. Handschuhe, die bis über die Ellenbogen reichen sowie ein Kragen der wohl als Schmuck und als Schutz zugleich dient. Lange Lederstiefel wie auch flexibel Reiter Hosen runden das ganze ab.


"I know Mielikki is with me because I sense her. I feel her touch as the wind. I hear her voice in the whisper of leaves. I see her beauty in the scene around us. Her presence is as real as yours. She embraces us with every reverent step we take in the wilderness."


gekauft:
Cartographer's Tools -15gp

Date Played Adventure Title Tier Session ▲ ACP TCP Downtime Renown
2022-12-23 21:30 CCC-GHC-BK1-01 Into the Border Kingdoms 1 10 Show

Teilnehmer:
(1) Arikatzi020 - Vallara Nightcry - Halbelf (Dhampier) - Ranger lvl 1 - none
(1) Ineverexist - Sheila Elacs - TCL Awakend Cobra - Fighter 1 - none
(2) Frederic T. - Zanitina Daphiphina Heshana Ninzel Hellkopf - Rock Gnome -Transmutation Wizard 2 - Emerald Encalve
(1) Claudia N. - Shin Lin Lee - TCL(Tanukin) - Fighter 1 - none
(2) Angstman - Grimr - Half Orc - Cleric 1- none
(1) Schlauch - Helmfried Bogar - Variant Human - Barbarian 1 - none
(1) - Matrim - Richard der Dritte von Derlusk - Variant Human . Fighter1 - none


Loot: 71,4 gp


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item.


  • 1 lvl Ranger

Gekauft:
1x Silk Rope (50 feet) -10gp
40 Pfeile -2 gp
verkauft:
1x Hempen Rope (50 feet) + 0,5gp

2025-11-15 21:36 DDHC-DD Death at Sunset 1 10 Show

Teilnehmer:
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Marcelinho700 - Luna - Tiefling - Celestial Warlock 4 - none
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:
Centuries ago, six bickering elven families finally decided to branch out and make peace. To celebrate, they planted a ring of redwood saplings—family therapy, but with more photosynthesis.

Unfortunately, an ancient green dragon soon moved in, turned the roots into her lair, and absolutely trashed the neigh-bor-hood. Her toxic vibes (and actual poison) warped the forest. The elves called her Death-at-Sunset because she loved dramatic timing and evening snacks. She loved the name so much she yelled it before every massacre—branding matters.

A hundred years ago, the elf warrior Ethvarn and her friends chopped that problem down to size, though Ethvarn died in the effort. The elves mostly noped out of the area, leaving only a tiny outpost called Redwood Watch to keep an eye on things.

Now Redwood Watch has grown into a village, and the trees are looking tree-mendously unwell. In the last month, five villagers disappeared in the grove—first council member Armin Whisperwind, then four volunteers who really misunderstood the phrase “follow-up investigation.”

Time for the heroes to step in and root out the problem before things go from bad to wyrm.


Selenar Woodwise - hiesige Priesterin
Gwenhumara Goldmoss - Ratsmitglied
Leafwarden, das Schwert der Heldin wurde nie gefunden - vllt noch im Drachen Grab
Ein Wächter mit grüner Haut und Blätter im Haar soll beim Großen Baum wachen - anscheind ein Waldgeist.
https://files.d20.io/images/446371718/CD9COu8buwB3EUgPlwG9fA/max.png?1750876604
Ein Zauberwirker erzählt von der möglichkeit das der Drache zu einen Dracolich gemacht worden sein könnt.
Ein dunkel gekleideter Mann kommt zu Vallara und sagt das er vermutet das dies ein Fluch sei der vom Tod des Drachen ausgelöst wurde. Der Mann empfhielt die Beine in die Hand zu nehmen und verschwindet dann im Schatten.
Sunny Lightpurse, eine reisende Händlerin kommt im Dorf an und wir kaufen etwas ein.


Loot: 217,4gp
1x Dust of Disappearance
1x Potion of Hill Giant Strength
1x Spell Scroll of Web
1x Keoghtom's Ointment
4x Potion og Healing

Trinket: Hand mirror in a silver frame (worth 40 GP)
Trinket: Ivory comb (worth 35 GP)


Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.


Slumbering Scaled Ornament (Earring)
Wondrous item, uncommon (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Draconic Quirk: The item's bearer can speak and understand Draconic.


2025-11-16 20:12 DDHC-DD-02 Baker's Doesn't 1 10 Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) C0ldW0lf - Corellius - Aasimar(/Tiefling) - Paladin 4 - Harpers
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:


Hubbleton is a cozy little crumb of a village on a busy road, famous for the heavenly bread and pastries of Fill Flourforge—so good they’re basically a holy roll.

What the townsfolk don’t know is that Fill’s secret ingredient is dragon fire. He’s been secretly raising a chaotic gold dragon wyrmling out back—basically a flying, fire-breathing toddler with zero impulse control.

One morning, the wyrmling disappears… and Hubbleton’s newest confectionery shop mysteriously goes up in smoke. Suspicious? Absolutely.

As the characters investigate this half-baked disaster, they’re led into a fairy-tale mess involving a hag with an awful palate (she loves food that tastes bad) and three unfortunate confectioners who had the misfortune of crossing paths with a hungry, curious baby dragon. Now they’re all baked right into the adventure—whether they like it or not.


Edith, die Bäckerei stand in Flammen, macht dem hiesigen Bäcker Konkurenz.
Fill Flourforge, Hiesiger Bäcker der die Konkurent der alten Dame vllt nicht gut fand.
Finden ein Bild von Edith und ihren Kleinen bruder.
Man findet in der Nähe des Brunnens eine Zimtschnecke die das markenzeichen des Hiesigen bäckers ist. Die bissspuren darin sind eindeutig nicht Humanoid.
Ein betrunkener Dorfbewohner kommt uns entgegen und erzählt uns von einer Goldenen fliegenden Echse. Sie flog richtung Wald.
Uncle Nibblecheek, macht illegeale Süßichkeiten (mit bugbear Arbeitrn)
Bubba Wugga, Rießen Puppe die die das Büro vom Uncle bewacht.
Briochebane, eine kleine goldene Drachendame sitzt auf seinen Ofen mit leeren Blick.


Loot: 10gp
1x Spell Scroll of Greater Restoration


Briochebane lies Vallara ihr Slumbering Scaled Ornament (Earring) und Slumbering Dragon Vessel (Vial) in ihren Drachenflammen Baden. (Golddragon)


Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.


Baba Yaga´s Dancing Broom
Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.


Slumbering Dragon Vessel (Vial)
Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-20 22:00 DDHC-DD-03 The Will of Orcus 1 10 Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none


Info:
Nezzarum der Silberdrache hilft uns gegen die Orcusanbeter.


Wir werden beauftragt von einen Wirt dessen Eltern wohl mal abenteuer waren die Orcusanbeter die sich wieder im Tempel in den nahen bergen eingenistet haben zu vertreiben (auszuräuchern). Er scheint ein Aasimar zu sein und sorgt sich um das Dorf und seine Bewohner.


gekauft: 662,5gp
1x Clothing, cold weather -10gp


Loot:
1x Spell Scroll of Revivify
1x Spell Scroll of Fog Cloud


Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.


Whip +1
Weapon (Whip), Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.


Sylvan Talon Shortsword
Weapon (Shortsword), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.


Clockwork Amulet
Wondrous Item, Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.


Horn of Silent Alarm
Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.


Studded Leather Enspelled Armor (Shield)
Armor (Studded Leather), Uncommen (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.


Instrument of Scribing (Lyre)
Wondrous Item, Common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.


Decanter of Endless Water
Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:

Splash. The decanter produces 1 gallon of water.

Fountain. The decanter produces 5 gallons of water.

Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.


Nature's Mantle
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.


Gloves of Missile Snaring
Wondrous Item, Uncommon (Requires Attunement)

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.


Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.


Slumbering Dragon's Wrath Shortsword (Silverdragon)
Weapon (Shortsword), uncommon (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.


Slumbering Dragon-Touched Focus (Amulet)
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-15 21:28 Downtime Ergänzung = Catching up und Shopping Show

gekauft:
1x Cartographer's Tools -15gp


Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) +10 Downtime und diese dan gleich gegen ein Level Up eingetauscht


Level 4: Feat Dual Wielder +1 Dex


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) 1 Show DM Log

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


2025-11-15 20:16 Reworkt Starting Log and Rest Changes for 2024 Rules Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Dhampier
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
Speed: 35 feet, Climb equal to your walking speed
Darkvision. You have Darkvision with a range of 60 feet.
Spider Climb. You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath. You have Resistance to Necrotic damage.
Vampiric Bite.
Ability Score Point ´Buy:
St 8, Dex 15 (+2), Con 14, Int 8, Wis 15 (+1), Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Level 1: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Perception, Survival, Acrobatics
Deft Explorer Language Proficiencies: Abyssal, Sylvan
Expertis: Perception


Choose a Background: Blood Rose (Vampire Devotee inspirirt)
Skill Proficiencies: Persuasion and Stealth
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Cook's Utensils)
Language Proficiencies: Common, Elvish, Undercommon
Source: Ability +2, One +1
Chose: Wis +1, Dex +2
Feat: Vampire’s Plaything
Level 2: Deft Explorer, Fighting Style
Level 3: Ranger Subclass
Swarmkeeper: Swarmkeeper Magic, Gathered Swarm


Class Equipment Choose A: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP
Equipment: Choose: (A) Cook's Utensils, Fine Clothes, 2 Glass Bottles, Healer's Kit, Perfume, Lamp, Oil (3 flasks), Waterskin, 19 GP


Biography


Vallara Nightcry - The Blood Rose

Born as Eleonora Eirontalar – forgotten in the light, baptized in shadow.

In the dusty archives of Waterdeep's noble families, between scrolls of genealogies, trade ledgers, and marriage protocols, the name Eleonora Eirontalar can still be found. A name that once carried weight. A daughter of House Eirontalar, born into a web of power, etiquette, and obligation. But her birth brought not joy, only concern. Her father, Lord Tharendil Eirontalar, a man of pride and position, saw in the newborn girl something foreign. Her features too strange, her skin too pale, her eyes too red. She was not his.

Yet families like the Eirontalars do not air their shame. Instead, the girl was hidden away in a secluded northern estate. A vast manor surrounded by mist and silence. There, Eleonora was raised under the supervision of a governess, far from the splendor and cruelty of the main house. Her mother, Lady Saralyne, was placed under strict house arrest, barely allowed to see her child. Their rare encounters were tinged with sorrow – shadows brushing against one another, unable to merge.

Eleonora's childhood unfolded in quiet succession. Her tutors were cold, her surroundings dull, the staff indifferent or cruel. Only one person offered her warmth: Joran, the stable master's son. A young hunter, grounded and honest, untouched by noble hypocrisy. He taught her how to move through woods in silence, how to defend herself, how to read nature as a living book. His affection was not romantic, but human. A lifeline to a world that wasn't lies.

At sixteen, Eleonora was permitted to attend a diplomatic ball, held far from the main estate to avoid scandal. She was told to stay quiet, to observe, to become accustomed to the masks of society. Yet she stood out – not through opulence, but through stillness. Her presence was ghostly, strangely elegant. Few dared speak to her, but many watched.

And he watched too.

A man dressed in black. Masked, as tradition demanded, but unlike the others. No gold, no laughter, no polite chatter. Only a glance, a bow, and an invitation to dance. She accepted.

What happened that night is shrouded in mist. Not because it was hidden, but because she no longer remembers. When morning came, Eleonora was gone. No footprints. No witnesses. Only a torn red ribbon on the balcony. House Eirontalar declared her dead. And moved on.

The Birth of Vallara

In halls of shadow, far from memory and light, she awoke anew. Not turned. Not cursed. Not like in the stories. There was no violent embrace. But there were bites.

The vampire Velan d'Vorath, known in ancient songs of the dark as The Last Moon of Luvienne, did not kill her. He claimed her. Sipped from her slowly. Returned to her again and again, never draining her entirely. For she, like the others, tasted too sweet to waste.

He fed on her — just enough to savor, just enough to leave her dazed, docile, drifting. Never enough to turn. He kept her on the edge, balancing between life and undeath like a fine blade resting on a breath.

His domain lies folded between the Shadowfell and the waking world, a place where time stretches, where thought unravels, where reality blurs like smoke. There, Velan holds court – not as a tyrant, but as a host. His guests never leave. Some understand this. Others never realize.

Vallara is among the latter.

She was given a new name. A new purpose. Her memories of Eleonora were slowly eroded by dreams, illusions, and whispers. She was reshaped by affection, by desire, by the cold comfort of his presence. She came to believe her life had been empty before. That he had saved her.

And, for a time, she believed it.

Dhampir by Design

Vallara's condition is not the result of a single act, but a long, deliberate process. Velan's magic, his aura, his feeding — they reshaped her over time. Her body became a boundary between life and undeath. She barely ages. Her heart beats slowly. Her senses are sharpened, her strength unnatural. Yet she is not undead. Not cursed. Not truly alive.

She is a grown shadow flower – cultivated, consumed in part, and always called back.

Velan sends her into the world from time to time. Not out of kindness. But because she is useful. "You shall walk," he says, "where I cannot. Gather knowledge. Echoes. Names. Return when you are heavy enough for my attention."

She obeys. Always. Somewhere in her broken heart, she still believes it's love. That she is special. Chosen.

But she is not alone.

The Other Thralls

Velan d’Vorath keeps many lovers and thralls. Some remain for weeks. Some for centuries. The two Vallara knows best are:


• Saela Veilstrance – The Silent Hand

Once a devout monk, now an ascetic. Saela once walked the Way of the Long Death – a path of contemplation, discipline, and acceptance of mortality. Velan fascinated her. She entered his service willingly and became a ghost of order within his domain. He feeds from her too — ritualistically, reverently. She speaks little, moves with purpose, and watches always. Her presence is stillness itself. It is said she never sleeps.


• Lyssaria Duval – The Gleaming Lie

A sweet breath, a poisoned smile. Lyssaria shines like a goddess, speaks like a temptress, and lies like an artist. She welcomes the bite, relishes in the dance of attention and withdrawal. No one knows her origin. She weaves falsehoods like silk and dances through truths with a laugh. Vallara instinctively mistrusts her. But perhaps that's what Lyssaria wants. Her loyalty to Velan is unclear. Perhaps even to herself.


Vallara in the World

When Vallara walks the world, she dresses in elegant echoes of nobility. An old corset, a high-collared coat, fingerless gloves, tall boots. Her hair is silver-white, flowing past her hips. Her eyes, deep crimson. Her voice measured. Her movements graceful.

She appears composed. But she is adrift.

She remembers nothing of Eleonora Eirontalar. Yet sometimes, memories surface: a sunrise through stained glass, the scent of lavender and parchment, a silver fox-fur shawl.

She thinks they're dreams.

Sometimes she wonders why she is named "Nightcry." Why she wakes in tears without reason. Why she cannot laugh without pain.

She believes this is normal.

But deep within, something stirs. Not rage. Not defiance. Not yet. Only a quiet, growing question:

"Was I ever... truly me?"

And perhaps one day, that question will become a whisper in the dark. Then a cry. Then a rebellion.

But until then... she dances.

For him. For Velan. For a love that may never have been real.


Vallara Nightcry is a striking woman of otherworldly grace. Her skin is porcelain pale, flawless and smooth, almost translucent in the right light. Her long, silver-white hair falls freely down her back, only broken by a single blood-red earring that sways with her movements. Her eyes are an intense, glowing crimson, framed by sharp lashes and rarely showing emotion – eyes that seem to study rather than see. Her lips are a muted rose, and though her features are delicate, there’s a sense of something restrained beneath the surface.

Her attire blends noble elegance with a darker, gothic edge. A blood-red corset clings tightly to her frame, fastened with small golden clasps. From her waist, flowing black skirts spill down in layered folds – sheer in parts, heavy in others – and trail behind her like smoke or shadow. The upper edges of the gown are adorned with sculpted, thorn-like shoulder guards that resemble crimson petals, sharp and elegant. Her arms are gloved in dark leather, her legs clad in high black boots with subtle gold accents and reinforced knees, allowing ease of motion despite the formality of the look.

Perhaps most unsettling is what hides in her dress: a swarm of shadowy bats, hidden between folds of silk and enchantment. They emerge when called, slipping between layers with eerie grace, almost invisible until they take flight.

Despite her beauty, there’s a coldness to her stance – chin held high, back straight, movements precise. Vallara is not expressive. She rarely smiles. She speaks in low tones, every word deliberate. Her presence carries the weight of someone used to being watched, but never truly seen.


Velan d’Vorath – The Last Moon of Luvienne

It is said Velan was not born in a grave—but in the mirror of the sky.

Luvienne was once a secluded, mountain-top city hidden high in the Earthspur Mountains, along the borderlands of The Vast. It lay cradled within a flattened basin of snow, wind, and starlight. There, ages ago, a sect of Drow faithful to Eilistraee rose from the Underdark and built a sanctuary—peaceful, artistic, devout, and long forgotten by the world. The higher they climbed, the further they felt from Lolth's web, and the closer they drew to the moon they worshipped.

Luvienne had stood since the time of Netheril, protected by ancient magic, music, and pacts sealed in silence. It endured for millennia—until the Spellplague came.

When the world’s magic shattered, so did Luvienne. Wards collapsed. Stone cracked. Arcane foundations imploded. What remained was ruin: a broken citadel on a windswept cliff, scattered homesteads buried in snowdrifts—and Velan d’Vorath.

Back then, Velan was a scion of the city—a duelist, poet, diplomat, and dreamer. As everything crumbled, he turned not to gods, but to something else—an entity seeping through the torn edges of reality: an ancient being of shadow, hunger, and memory.

Velan did not beg for power. He pleaded for his people's survival. But over the centuries, both he and the entity changed. The pact bound them. Shaped them. Twisted them. Velan became something beyond death, and the entity learned to breathe through him.

Now, Velan is a vampire lord, cloaked in silk and secrets, scented with bloodroses and ancient longing. His former domain—the castle of Luvienne—still stands, hidden in the frozen peaks, veiled by enchantments, blizzards, and silence. Few even know it exists. Fewer still attempt to find it.

Velan is a collector. Of memories. Of gestures. Of servants, lovers, and thralls—sometimes all at once. Some he adores. Some he forgets. Some he nearly turns, then leaves suspended. For Velan bites, but rarely completes. His court is known for its beauty, its haunting presence, its bitter sweetness.

Some whisper that a night with one of his companions brings luck—or at least a beautiful nightmare.

Though Velan shuns most friendships beyond his walls, a few exceptions remain—a warlock queen, nobles with refined tastes, one or two fallen priestesses. To maintain these ties, he occasionally appears at private gatherings and secret salons, always accompanied by selected thralls whose presence changes the atmosphere of the room.

And yes—he lends them. For favors. For secrets. For a night.

But his domain remains forbidden. Those who come uninvited find only snow and silence. Those who are summoned return... altered, if they return at all.

His sigil is both memory and warning: a black and gold rapier, ornate and deadly, piercing a bouquet of five roses—black, gray, red, pink, and white—against a looming blood-red moon. It marks those who serve him, and haunts those who dream of replacing them.

And when the blood moon rises, he still dances.

Alone, or with those who have long forgotten they were ever free.


2022-11-15 18:43 Starting Log (Aktualisiert: 22.12.2022) Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Halbelf (Dhampier)
Skill Proficiencies: Acrobatics (SRD), Perception (SRD)
Language Proficiencies: Common, Elvish, Undercommon (PHB)
Source: Ability +2, Two +1
Chose: Con +1, Wis +1, Dex +2
Ability Score Point ´Buy:
St 8, Dex 15, Con 13, Int 10, Wis 15, Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Stealth, Survival, Insight
Favored Enemy: Undead
Favored Enemy Language: Infernal (PHB)
Deft Explorer Language Proficiencies: Abyssal (SRD), Sylvan (PHB)
Expertis: Perception


Choose a Background: Childe of the Night (Noble)
Skill Proficiencies: Persuasion, Animal Handling (Proficiencies Switsch: History)
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Playing Card Set)
Language Proficiencies: Celestial (PHB)
Feat: Magic Initiate Class: Druid
1st lvl: Charm Person
Cantrips: Shillelagh, Guidance


Biography


Geboren in Waterdeep in die Noble Familie von Eirontalar.
(True Name Eleonora Eirontalar)
.
Vallara´s Leben begann mit einem Schrei und vielen Gemurmel. Sie sah nicht aus, wie ihr Vater das konnte, man sofort sehn, ob wohl sie noch ein Säugling war. Sie war somit schnell als Bastard Balg gekennzeichnet und ihre Familie ließ ihre Existenz unter den Teppich kehren. Doch da sie trotzdem die Tochter ihrer Mutter war schmiss man sie nicht einfach raus. Nein sie ließen sie in einem abgelegenen Herrenhaus von einer Ziehmutter aufwachsen. Nur selten bekam sie das Gesicht ihrer Mutter zu sehen, da diese nach ihrem Fehltritt zu Hausarrest verdonnert wurde, bis ihr Ehemann und Stiefvater Vallara´s entschied das er ihr wieder vertrauen konnte. Demnach lernte sie wenig sozialverhalten. Sie hatte nicht viele mit denen sie wirklich offen reden konnte. Ihre Lehrer waren streng und kalt. Die Zofen waren alt und verbittert. Das Personal waren hauptsächlich Leute die sich etwas zu schulde kommen ließen oder zu alt. Der Einzige der wirklich mit ihr normal redete als wäre sie nicht ein Fehler war der Sohn des Stallmeisters. Ein junger Jäger der ihr das erste Mal das Gefühl gab etwas wert zu sein......
.
Die Jahre vergingen und immer weniger Aufmerksamkeit wurde ihr von außerhalb gegeben bis eines Tages eine Bande von Dieben das Anwesen entdeckte. Sie hatten ein leichtes sich Zugang zu verschaffen und hatten wenig Probleme die geschwundenen Bediensteten zu beseitigen. Vallara war nun 18 Jahre, sie war zwar keine Kriegerin, doch sie wusste sich zu verteidigen. Dies zumindest wurde ihr beigebracht und nun nutzte sei diese Fähigkeiten. Nachdem sie den letzten der Banditen aufgelauert und erledigt hatte wurde ihr klar, dass dies ihre Chance sei frei zu sein. So setzte sie schnell einen Plan um der ihr sonst so behütetes Leben über den Haufen warf. Sie verließ das Anwesen und ging raus in die Welt, um zu lernen was dort war. Und vielleicht würde sie auf die Fragen, die sie in ihrem Herzen hatte, endlich Antworten finden.
.
Sie verbrachte einige Jahre damit ihre Fähigkeiten zu verbessern die sie zum Überleben brauchte. Doch ihr Name war für andere zu bekannt, deswegen gab sie sich einen Neuen sodass niemand von der Schmach ihrer Familie erfuhr und diese sie in Ruhe lies. Auch wenn sie ihre Familie nicht liebte, hatte sie doch eine Schuld ihr gegenüber, sodass sie entschied für immer zu verschwinden. Und so war Vallara Nightcry geboren.
.
Lange Weißblonde Haare, die fast bis zum Boden reichen Blut Rote stechende Augen und eine Figur, die manch einen neidisch machen könnte. Vallara ist eine ca. 1.70 große Halbelfe... Elf ja das ist klar doch das andere. Ihre Haut ist bleich schon fast Leichen blass und ihre Gesichtszüge zeigen selten etwas anderes als ein abschätzendes, kaltes mustern ihres Gegenübers. Lächeln ist mehr als nur eine Seltenheit doch, wenn sie dies tut und jemand extrem aufmerksam ist, bemerkt er vielleicht die Zwei etwas längeren Eckzähne, die sie wohl nicht zeigen möchte. Ihre Gewandung zeigt ihren guten ihre Vergangenheit wieder. Feines Mieder und ein Jagt Kleid. Handschuhe, die bis über die Ellenbogen reichen sowie ein Kragen der wohl als Schmuck und als Schutz zugleich dient. Lange Lederstiefel wie auch flexibel Reiter Hosen runden das ganze ab.


"I know Mielikki is with me because I sense her. I feel her touch as the wind. I hear her voice in the whisper of leaves. I see her beauty in the scene around us. Her presence is as real as yours. She embraces us with every reverent step we take in the wilderness."


gekauft:
Cartographer's Tools -15gp

Date Played Adventure Title Session ▲ XP GP Downtime Renown Magic Items
2022-12-23 21:30 CCC-GHC-BK1-01 Into the Border Kingdoms 1 58.9 10 Quiver of Ehlonna, Moon-Touched Sword Show

Teilnehmer:
(1) Arikatzi020 - Vallara Nightcry - Halbelf (Dhampier) - Ranger lvl 1 - none
(1) Ineverexist - Sheila Elacs - TCL Awakend Cobra - Fighter 1 - none
(2) Frederic T. - Zanitina Daphiphina Heshana Ninzel Hellkopf - Rock Gnome -Transmutation Wizard 2 - Emerald Encalve
(1) Claudia N. - Shin Lin Lee - TCL(Tanukin) - Fighter 1 - none
(2) Angstman - Grimr - Half Orc - Cleric 1- none
(1) Schlauch - Helmfried Bogar - Variant Human - Barbarian 1 - none
(1) - Matrim - Richard der Dritte von Derlusk - Variant Human . Fighter1 - none


Loot: 71,4 gp


Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.


Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item.


  • 1 lvl Ranger

Gekauft:
1x Silk Rope (50 feet) -10gp
40 Pfeile -2 gp
verkauft:
1x Hempen Rope (50 feet) + 0,5gp

2025-11-15 21:36 DDHC-DD Death at Sunset 1 217.4 10 Slumbering Scaled Ornament (Earring), Leafwarden (Dragon Slayer Longsword) Show

Teilnehmer:
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Marcelinho700 - Luna - Tiefling - Celestial Warlock 4 - none
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:
Centuries ago, six bickering elven families finally decided to branch out and make peace. To celebrate, they planted a ring of redwood saplings—family therapy, but with more photosynthesis.

Unfortunately, an ancient green dragon soon moved in, turned the roots into her lair, and absolutely trashed the neigh-bor-hood. Her toxic vibes (and actual poison) warped the forest. The elves called her Death-at-Sunset because she loved dramatic timing and evening snacks. She loved the name so much she yelled it before every massacre—branding matters.

A hundred years ago, the elf warrior Ethvarn and her friends chopped that problem down to size, though Ethvarn died in the effort. The elves mostly noped out of the area, leaving only a tiny outpost called Redwood Watch to keep an eye on things.

Now Redwood Watch has grown into a village, and the trees are looking tree-mendously unwell. In the last month, five villagers disappeared in the grove—first council member Armin Whisperwind, then four volunteers who really misunderstood the phrase “follow-up investigation.”

Time for the heroes to step in and root out the problem before things go from bad to wyrm.


Selenar Woodwise - hiesige Priesterin
Gwenhumara Goldmoss - Ratsmitglied
Leafwarden, das Schwert der Heldin wurde nie gefunden - vllt noch im Drachen Grab
Ein Wächter mit grüner Haut und Blätter im Haar soll beim Großen Baum wachen - anscheind ein Waldgeist.
https://files.d20.io/images/446371718/CD9COu8buwB3EUgPlwG9fA/max.png?1750876604
Ein Zauberwirker erzählt von der möglichkeit das der Drache zu einen Dracolich gemacht worden sein könnt.
Ein dunkel gekleideter Mann kommt zu Vallara und sagt das er vermutet das dies ein Fluch sei der vom Tod des Drachen ausgelöst wurde. Der Mann empfhielt die Beine in die Hand zu nehmen und verschwindet dann im Schatten.
Sunny Lightpurse, eine reisende Händlerin kommt im Dorf an und wir kaufen etwas ein.


Loot: 217,4gp
1x Dust of Disappearance
1x Potion of Hill Giant Strength
1x Spell Scroll of Web
1x Keoghtom's Ointment
4x Potion og Healing

Trinket: Hand mirror in a silver frame (worth 40 GP)
Trinket: Ivory comb (worth 35 GP)


Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.


Slumbering Scaled Ornament (Earring)
Wondrous item, uncommon (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Draconic Quirk: The item's bearer can speak and understand Draconic.


2025-11-16 20:12 DDHC-DD-02 Baker's Doesn't 1 10 10 Confectioner’s Bag of Tricks (Bag of Tricks, Gray), Baba Yaga´s Dancing Broom, Slumbering Dragon Vessel (Vial) Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) C0ldW0lf - Corellius - Aasimar(/Tiefling) - Paladin 4 - Harpers
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none
(4) Zitzus - Rokhan - Goliath - Battlemaster Fighter 4 - none


Info:


Hubbleton is a cozy little crumb of a village on a busy road, famous for the heavenly bread and pastries of Fill Flourforge—so good they’re basically a holy roll.

What the townsfolk don’t know is that Fill’s secret ingredient is dragon fire. He’s been secretly raising a chaotic gold dragon wyrmling out back—basically a flying, fire-breathing toddler with zero impulse control.

One morning, the wyrmling disappears… and Hubbleton’s newest confectionery shop mysteriously goes up in smoke. Suspicious? Absolutely.

As the characters investigate this half-baked disaster, they’re led into a fairy-tale mess involving a hag with an awful palate (she loves food that tastes bad) and three unfortunate confectioners who had the misfortune of crossing paths with a hungry, curious baby dragon. Now they’re all baked right into the adventure—whether they like it or not.


Edith, die Bäckerei stand in Flammen, macht dem hiesigen Bäcker Konkurenz.
Fill Flourforge, Hiesiger Bäcker der die Konkurent der alten Dame vllt nicht gut fand.
Finden ein Bild von Edith und ihren Kleinen bruder.
Man findet in der Nähe des Brunnens eine Zimtschnecke die das markenzeichen des Hiesigen bäckers ist. Die bissspuren darin sind eindeutig nicht Humanoid.
Ein betrunkener Dorfbewohner kommt uns entgegen und erzählt uns von einer Goldenen fliegenden Echse. Sie flog richtung Wald.
Uncle Nibblecheek, macht illegeale Süßichkeiten (mit bugbear Arbeitrn)
Bubba Wugga, Rießen Puppe die die das Büro vom Uncle bewacht.
Briochebane, eine kleine goldene Drachendame sitzt auf seinen Ofen mit leeren Blick.


Loot: 10gp
1x Spell Scroll of Greater Restoration


Briochebane lies Vallara ihr Slumbering Scaled Ornament (Earring) und Slumbering Dragon Vessel (Vial) in ihren Drachenflammen Baden. (Golddragon)


Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.


Baba Yaga´s Dancing Broom
Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.


Slumbering Dragon Vessel (Vial)
Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-20 22:00 DDHC-DD-03 The Will of Orcus 1 662.5 10 Necklace of Adaptation, Whip +1, Sylvan Talon Shortsword, Clockwork Amulet, Horn of Silent Alarm, Studded Leather Enspelled Armor (Shield), Instrument of Scribing (Lyre), Decanter of Endless Water, Nature's Mantle, Gloves of Missile Snaring, Pearl of Power, Slumbering Dragon's Wrath Shortsword, Slumbering Dragon-Touched Focus (Amulet) Show

Teilnehmer:
(4) Karrakasz - Graf Ulrich van Ryker III - Goblin - Cavalier Fighter 4
(4) Bramymond - „Shoal Radz-at-Han“ - Yuan Ti - Paladin: Oath of the Noble Genies 4
(4) Echo - Kaboom - Dragonborn (Kobold) - Draconic Sorcerer 4 - None
(4) Arikatzi020 - Vallara Nightcry - Dhampier - Swarmkeeper Ranger lvl 4 - none


Info:
Nezzarum der Silberdrache hilft uns gegen die Orcusanbeter.


Wir werden beauftragt von einen Wirt dessen Eltern wohl mal abenteuer waren die Orcusanbeter die sich wieder im Tempel in den nahen bergen eingenistet haben zu vertreiben (auszuräuchern). Er scheint ein Aasimar zu sein und sorgt sich um das Dorf und seine Bewohner.


gekauft: 662,5gp
1x Clothing, cold weather -10gp


Loot:
1x Spell Scroll of Revivify
1x Spell Scroll of Fog Cloud


Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.


Whip +1
Weapon (Whip), Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.


Sylvan Talon Shortsword
Weapon (Shortsword), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.


Clockwork Amulet
Wondrous Item, Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.


Horn of Silent Alarm
Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.


Studded Leather Enspelled Armor (Shield)
Armor (Studded Leather), Uncommen (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.


Instrument of Scribing (Lyre)
Wondrous Item, Common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.


Decanter of Endless Water
Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:

Splash. The decanter produces 1 gallon of water.

Fountain. The decanter produces 5 gallons of water.

Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.


Nature's Mantle
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.


Gloves of Missile Snaring
Wondrous Item, Uncommon (Requires Attunement)

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.


Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.


Slumbering Dragon's Wrath Shortsword (Silverdragon)
Weapon (Shortsword), uncommon (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.


Slumbering Dragon-Touched Focus (Amulet)
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.


2025-11-15 21:28 Downtime Ergänzung = Catching up und Shopping -15 Show

gekauft:
1x Cartographer's Tools -15gp


Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) +10 Downtime und diese dan gleich gegen ein Level Up eingetauscht


Level 4: Feat Dual Wielder +1 Dex


2025-10-27 20:06 Angeboten: DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers (As A Player Reward) 166 Elkhorn Scimitar (Moon-Touched Scimitar), Artaaqs Mantel (Nature's Mantle) Show DM Log

Eigenes DC angeboten:
DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers


Teilnehmer:
(4) Marcelinho700 - Tulbur - Tortle - Way of the Drunken Master Monk 4
(4) Frederic T. - Chossach - Wildfirer Druid lvl 4 - Emerald enclave
(1) Christian B. - Ailluin Morpeiros - Woodelf - Paladin lvl 1 - none


Players Gaind: 500gp= 166gp pro Spieler +10 Downtime Days
2x Potion of Healing
1x Potion of Climbing


Elkhorn Scimitar (Moon-Touched Scimitar)
Weapon (Scimitar), Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.


Artaaqs Mantel (Nature's Mantle)
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.


Story Award: Breath of the North Path (positive)
You stood alongside Artaaq, the guardian spirit of the caribou, and saved the herd from certain death. Since then, you feel his breath in the wind when you walk in the footsteps of animals. A fine, silvery mist surrounds your steps when you travel under the open sky. Some nomads recognize this blessing and treat you with respect.


2025-11-15 20:16 Reworkt Starting Log and Rest Changes for 2024 Rules 26 Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Dhampier
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
Speed: 35 feet, Climb equal to your walking speed
Darkvision. You have Darkvision with a range of 60 feet.
Spider Climb. You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
Trace of Undeath. You have Resistance to Necrotic damage.
Vampiric Bite.
Ability Score Point ´Buy:
St 8, Dex 15 (+2), Con 14, Int 8, Wis 15 (+1), Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Level 1: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Perception, Survival, Acrobatics
Deft Explorer Language Proficiencies: Abyssal, Sylvan
Expertis: Perception


Choose a Background: Blood Rose (Vampire Devotee inspirirt)
Skill Proficiencies: Persuasion and Stealth
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Cook's Utensils)
Language Proficiencies: Common, Elvish, Undercommon
Source: Ability +2, One +1
Chose: Wis +1, Dex +2
Feat: Vampire’s Plaything
Level 2: Deft Explorer, Fighting Style
Level 3: Ranger Subclass
Swarmkeeper: Swarmkeeper Magic, Gathered Swarm


Class Equipment Choose A: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP
Equipment: Choose: (A) Cook's Utensils, Fine Clothes, 2 Glass Bottles, Healer's Kit, Perfume, Lamp, Oil (3 flasks), Waterskin, 19 GP


Biography


Vallara Nightcry - The Blood Rose

Born as Eleonora Eirontalar – forgotten in the light, baptized in shadow.

In the dusty archives of Waterdeep's noble families, between scrolls of genealogies, trade ledgers, and marriage protocols, the name Eleonora Eirontalar can still be found. A name that once carried weight. A daughter of House Eirontalar, born into a web of power, etiquette, and obligation. But her birth brought not joy, only concern. Her father, Lord Tharendil Eirontalar, a man of pride and position, saw in the newborn girl something foreign. Her features too strange, her skin too pale, her eyes too red. She was not his.

Yet families like the Eirontalars do not air their shame. Instead, the girl was hidden away in a secluded northern estate. A vast manor surrounded by mist and silence. There, Eleonora was raised under the supervision of a governess, far from the splendor and cruelty of the main house. Her mother, Lady Saralyne, was placed under strict house arrest, barely allowed to see her child. Their rare encounters were tinged with sorrow – shadows brushing against one another, unable to merge.

Eleonora's childhood unfolded in quiet succession. Her tutors were cold, her surroundings dull, the staff indifferent or cruel. Only one person offered her warmth: Joran, the stable master's son. A young hunter, grounded and honest, untouched by noble hypocrisy. He taught her how to move through woods in silence, how to defend herself, how to read nature as a living book. His affection was not romantic, but human. A lifeline to a world that wasn't lies.

At sixteen, Eleonora was permitted to attend a diplomatic ball, held far from the main estate to avoid scandal. She was told to stay quiet, to observe, to become accustomed to the masks of society. Yet she stood out – not through opulence, but through stillness. Her presence was ghostly, strangely elegant. Few dared speak to her, but many watched.

And he watched too.

A man dressed in black. Masked, as tradition demanded, but unlike the others. No gold, no laughter, no polite chatter. Only a glance, a bow, and an invitation to dance. She accepted.

What happened that night is shrouded in mist. Not because it was hidden, but because she no longer remembers. When morning came, Eleonora was gone. No footprints. No witnesses. Only a torn red ribbon on the balcony. House Eirontalar declared her dead. And moved on.

The Birth of Vallara

In halls of shadow, far from memory and light, she awoke anew. Not turned. Not cursed. Not like in the stories. There was no violent embrace. But there were bites.

The vampire Velan d'Vorath, known in ancient songs of the dark as The Last Moon of Luvienne, did not kill her. He claimed her. Sipped from her slowly. Returned to her again and again, never draining her entirely. For she, like the others, tasted too sweet to waste.

He fed on her — just enough to savor, just enough to leave her dazed, docile, drifting. Never enough to turn. He kept her on the edge, balancing between life and undeath like a fine blade resting on a breath.

His domain lies folded between the Shadowfell and the waking world, a place where time stretches, where thought unravels, where reality blurs like smoke. There, Velan holds court – not as a tyrant, but as a host. His guests never leave. Some understand this. Others never realize.

Vallara is among the latter.

She was given a new name. A new purpose. Her memories of Eleonora were slowly eroded by dreams, illusions, and whispers. She was reshaped by affection, by desire, by the cold comfort of his presence. She came to believe her life had been empty before. That he had saved her.

And, for a time, she believed it.

Dhampir by Design

Vallara's condition is not the result of a single act, but a long, deliberate process. Velan's magic, his aura, his feeding — they reshaped her over time. Her body became a boundary between life and undeath. She barely ages. Her heart beats slowly. Her senses are sharpened, her strength unnatural. Yet she is not undead. Not cursed. Not truly alive.

She is a grown shadow flower – cultivated, consumed in part, and always called back.

Velan sends her into the world from time to time. Not out of kindness. But because she is useful. "You shall walk," he says, "where I cannot. Gather knowledge. Echoes. Names. Return when you are heavy enough for my attention."

She obeys. Always. Somewhere in her broken heart, she still believes it's love. That she is special. Chosen.

But she is not alone.

The Other Thralls

Velan d’Vorath keeps many lovers and thralls. Some remain for weeks. Some for centuries. The two Vallara knows best are:


• Saela Veilstrance – The Silent Hand

Once a devout monk, now an ascetic. Saela once walked the Way of the Long Death – a path of contemplation, discipline, and acceptance of mortality. Velan fascinated her. She entered his service willingly and became a ghost of order within his domain. He feeds from her too — ritualistically, reverently. She speaks little, moves with purpose, and watches always. Her presence is stillness itself. It is said she never sleeps.


• Lyssaria Duval – The Gleaming Lie

A sweet breath, a poisoned smile. Lyssaria shines like a goddess, speaks like a temptress, and lies like an artist. She welcomes the bite, relishes in the dance of attention and withdrawal. No one knows her origin. She weaves falsehoods like silk and dances through truths with a laugh. Vallara instinctively mistrusts her. But perhaps that's what Lyssaria wants. Her loyalty to Velan is unclear. Perhaps even to herself.


Vallara in the World

When Vallara walks the world, she dresses in elegant echoes of nobility. An old corset, a high-collared coat, fingerless gloves, tall boots. Her hair is silver-white, flowing past her hips. Her eyes, deep crimson. Her voice measured. Her movements graceful.

She appears composed. But she is adrift.

She remembers nothing of Eleonora Eirontalar. Yet sometimes, memories surface: a sunrise through stained glass, the scent of lavender and parchment, a silver fox-fur shawl.

She thinks they're dreams.

Sometimes she wonders why she is named "Nightcry." Why she wakes in tears without reason. Why she cannot laugh without pain.

She believes this is normal.

But deep within, something stirs. Not rage. Not defiance. Not yet. Only a quiet, growing question:

"Was I ever... truly me?"

And perhaps one day, that question will become a whisper in the dark. Then a cry. Then a rebellion.

But until then... she dances.

For him. For Velan. For a love that may never have been real.


Vallara Nightcry is a striking woman of otherworldly grace. Her skin is porcelain pale, flawless and smooth, almost translucent in the right light. Her long, silver-white hair falls freely down her back, only broken by a single blood-red earring that sways with her movements. Her eyes are an intense, glowing crimson, framed by sharp lashes and rarely showing emotion – eyes that seem to study rather than see. Her lips are a muted rose, and though her features are delicate, there’s a sense of something restrained beneath the surface.

Her attire blends noble elegance with a darker, gothic edge. A blood-red corset clings tightly to her frame, fastened with small golden clasps. From her waist, flowing black skirts spill down in layered folds – sheer in parts, heavy in others – and trail behind her like smoke or shadow. The upper edges of the gown are adorned with sculpted, thorn-like shoulder guards that resemble crimson petals, sharp and elegant. Her arms are gloved in dark leather, her legs clad in high black boots with subtle gold accents and reinforced knees, allowing ease of motion despite the formality of the look.

Perhaps most unsettling is what hides in her dress: a swarm of shadowy bats, hidden between folds of silk and enchantment. They emerge when called, slipping between layers with eerie grace, almost invisible until they take flight.

Despite her beauty, there’s a coldness to her stance – chin held high, back straight, movements precise. Vallara is not expressive. She rarely smiles. She speaks in low tones, every word deliberate. Her presence carries the weight of someone used to being watched, but never truly seen.


Velan d’Vorath – The Last Moon of Luvienne

It is said Velan was not born in a grave—but in the mirror of the sky.

Luvienne was once a secluded, mountain-top city hidden high in the Earthspur Mountains, along the borderlands of The Vast. It lay cradled within a flattened basin of snow, wind, and starlight. There, ages ago, a sect of Drow faithful to Eilistraee rose from the Underdark and built a sanctuary—peaceful, artistic, devout, and long forgotten by the world. The higher they climbed, the further they felt from Lolth's web, and the closer they drew to the moon they worshipped.

Luvienne had stood since the time of Netheril, protected by ancient magic, music, and pacts sealed in silence. It endured for millennia—until the Spellplague came.

When the world’s magic shattered, so did Luvienne. Wards collapsed. Stone cracked. Arcane foundations imploded. What remained was ruin: a broken citadel on a windswept cliff, scattered homesteads buried in snowdrifts—and Velan d’Vorath.

Back then, Velan was a scion of the city—a duelist, poet, diplomat, and dreamer. As everything crumbled, he turned not to gods, but to something else—an entity seeping through the torn edges of reality: an ancient being of shadow, hunger, and memory.

Velan did not beg for power. He pleaded for his people's survival. But over the centuries, both he and the entity changed. The pact bound them. Shaped them. Twisted them. Velan became something beyond death, and the entity learned to breathe through him.

Now, Velan is a vampire lord, cloaked in silk and secrets, scented with bloodroses and ancient longing. His former domain—the castle of Luvienne—still stands, hidden in the frozen peaks, veiled by enchantments, blizzards, and silence. Few even know it exists. Fewer still attempt to find it.

Velan is a collector. Of memories. Of gestures. Of servants, lovers, and thralls—sometimes all at once. Some he adores. Some he forgets. Some he nearly turns, then leaves suspended. For Velan bites, but rarely completes. His court is known for its beauty, its haunting presence, its bitter sweetness.

Some whisper that a night with one of his companions brings luck—or at least a beautiful nightmare.

Though Velan shuns most friendships beyond his walls, a few exceptions remain—a warlock queen, nobles with refined tastes, one or two fallen priestesses. To maintain these ties, he occasionally appears at private gatherings and secret salons, always accompanied by selected thralls whose presence changes the atmosphere of the room.

And yes—he lends them. For favors. For secrets. For a night.

But his domain remains forbidden. Those who come uninvited find only snow and silence. Those who are summoned return... altered, if they return at all.

His sigil is both memory and warning: a black and gold rapier, ornate and deadly, piercing a bouquet of five roses—black, gray, red, pink, and white—against a looming blood-red moon. It marks those who serve him, and haunts those who dream of replacing them.

And when the blood moon rises, he still dances.

Alone, or with those who have long forgotten they were ever free.


2022-11-15 18:43 Starting Log (Aktualisiert: 22.12.2022) Show

Vallara Nightcry


Size: 170 (medium)
Weigth: 40kg
Eyes: Blut Rot
Hair: Blondisch bis weis
Skin: Sehr blass


Costomizing your Origin:

Race: Halbelf (Dhampier)
Skill Proficiencies: Acrobatics (SRD), Perception (SRD)
Language Proficiencies: Common, Elvish, Undercommon (PHB)
Source: Ability +2, Two +1
Chose: Con +1, Wis +1, Dex +2
Ability Score Point ´Buy:
St 8, Dex 15, Con 13, Int 10, Wis 15, Cha 10


Chosen Class : Ranger
Weapon Proficiencies: Simple weapons, Martial weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Skill Proficiencies: Stealth, Survival, Insight
Favored Enemy: Undead
Favored Enemy Language: Infernal (PHB)
Deft Explorer Language Proficiencies: Abyssal (SRD), Sylvan (PHB)
Expertis: Perception


Choose a Background: Childe of the Night (Noble)
Skill Proficiencies: Persuasion, Animal Handling (Proficiencies Switsch: History)
Tool Proficiencies: Cartographer's Tools (Proficiencies Switsch: Playing Card Set)
Language Proficiencies: Celestial (PHB)
Feat: Magic Initiate Class: Druid
1st lvl: Charm Person
Cantrips: Shillelagh, Guidance


Biography


Geboren in Waterdeep in die Noble Familie von Eirontalar.
(True Name Eleonora Eirontalar)
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Vallara´s Leben begann mit einem Schrei und vielen Gemurmel. Sie sah nicht aus, wie ihr Vater das konnte, man sofort sehn, ob wohl sie noch ein Säugling war. Sie war somit schnell als Bastard Balg gekennzeichnet und ihre Familie ließ ihre Existenz unter den Teppich kehren. Doch da sie trotzdem die Tochter ihrer Mutter war schmiss man sie nicht einfach raus. Nein sie ließen sie in einem abgelegenen Herrenhaus von einer Ziehmutter aufwachsen. Nur selten bekam sie das Gesicht ihrer Mutter zu sehen, da diese nach ihrem Fehltritt zu Hausarrest verdonnert wurde, bis ihr Ehemann und Stiefvater Vallara´s entschied das er ihr wieder vertrauen konnte. Demnach lernte sie wenig sozialverhalten. Sie hatte nicht viele mit denen sie wirklich offen reden konnte. Ihre Lehrer waren streng und kalt. Die Zofen waren alt und verbittert. Das Personal waren hauptsächlich Leute die sich etwas zu schulde kommen ließen oder zu alt. Der Einzige der wirklich mit ihr normal redete als wäre sie nicht ein Fehler war der Sohn des Stallmeisters. Ein junger Jäger der ihr das erste Mal das Gefühl gab etwas wert zu sein......
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Die Jahre vergingen und immer weniger Aufmerksamkeit wurde ihr von außerhalb gegeben bis eines Tages eine Bande von Dieben das Anwesen entdeckte. Sie hatten ein leichtes sich Zugang zu verschaffen und hatten wenig Probleme die geschwundenen Bediensteten zu beseitigen. Vallara war nun 18 Jahre, sie war zwar keine Kriegerin, doch sie wusste sich zu verteidigen. Dies zumindest wurde ihr beigebracht und nun nutzte sei diese Fähigkeiten. Nachdem sie den letzten der Banditen aufgelauert und erledigt hatte wurde ihr klar, dass dies ihre Chance sei frei zu sein. So setzte sie schnell einen Plan um der ihr sonst so behütetes Leben über den Haufen warf. Sie verließ das Anwesen und ging raus in die Welt, um zu lernen was dort war. Und vielleicht würde sie auf die Fragen, die sie in ihrem Herzen hatte, endlich Antworten finden.
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Sie verbrachte einige Jahre damit ihre Fähigkeiten zu verbessern die sie zum Überleben brauchte. Doch ihr Name war für andere zu bekannt, deswegen gab sie sich einen Neuen sodass niemand von der Schmach ihrer Familie erfuhr und diese sie in Ruhe lies. Auch wenn sie ihre Familie nicht liebte, hatte sie doch eine Schuld ihr gegenüber, sodass sie entschied für immer zu verschwinden. Und so war Vallara Nightcry geboren.
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Lange Weißblonde Haare, die fast bis zum Boden reichen Blut Rote stechende Augen und eine Figur, die manch einen neidisch machen könnte. Vallara ist eine ca. 1.70 große Halbelfe... Elf ja das ist klar doch das andere. Ihre Haut ist bleich schon fast Leichen blass und ihre Gesichtszüge zeigen selten etwas anderes als ein abschätzendes, kaltes mustern ihres Gegenübers. Lächeln ist mehr als nur eine Seltenheit doch, wenn sie dies tut und jemand extrem aufmerksam ist, bemerkt er vielleicht die Zwei etwas längeren Eckzähne, die sie wohl nicht zeigen möchte. Ihre Gewandung zeigt ihren guten ihre Vergangenheit wieder. Feines Mieder und ein Jagt Kleid. Handschuhe, die bis über die Ellenbogen reichen sowie ein Kragen der wohl als Schmuck und als Schutz zugleich dient. Lange Lederstiefel wie auch flexibel Reiter Hosen runden das ganze ab.


"I know Mielikki is with me because I sense her. I feel her touch as the wind. I hear her voice in the whisper of leaves. I see her beauty in the scene around us. Her presence is as real as yours. She embraces us with every reverent step we take in the wilderness."


gekauft:
Cartographer's Tools -15gp