Osric Whisperwoods

Season:
50th Anniversary Season
Race:
Halfling (Stout)
Class:
4 Twillight Cleric
Background:
Faction Agent (Harper)
Lifestyle:
Wealthy
Current Level:
11
ACP to Level:
4.0
Total GP:
2810.6
Total Downtime:
290
Tag:
Faction:
Harpers
Renown Rank:
Watcher (rank 1)
Total Renown:
0
Treasure CPs:
0/0/0/0
Pipe of Smoke Monsters

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2024-06-21 05:03 Purchase Log -110 Show Purchase

3 Holy water for 75gp
Mastiff for 25gp
20 Rations 10gp carried by Mastiff

2024-10-11 19:54 DDHC-RotF 02 Icewind Dale 20 -50 10 Show

Bought powdered Silver for 50gp

2024-06-28 21:00 DDHC-RotF 01 Ten Towns 10 1 10 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederick - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

10gp/Person
1x Potion of Invisibility
One pair of Ice-Troll tusks
Scrimshaw of a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it.
Astrix' leather-bound spellbook, which contains the following wizard spells: Alter Self, Cloud of Daggers, Comprehend Languages, Detect Magic, Expeditious Retreat, Scorching Ray, Shield, Suggestion, and Tenser’s floating Disk.

Story:

Back at Nimseys in Lonelywood the party could finally catch some breaths, exhausted and cold and finally take a deserved long rest. The next morning moods were grim. The party had lost Chonk, Berus axebeak, to the Coldlight Walkers. Trying to help sooth the characters woes, Nimsey offered her best halfling hospitality, but to little awail.
She told them of Jarlmoot, an ancient ritual ground of Frostgiants, who ruled this land a long time ago. Some manner of test and insight might be acquired there, aswell as an old relic hidden there. She also was able to tell them a little more about Oyaminartok, the werebear goliath and her clan, going around the dale and helping those in need. Surely, if anyone, she knows how to help them. After collecting themselves and deciding their next steps, the party set on going north, to Kelvin's Cairn and try to save Osrics old party members and their survival guide, before cutting east and checking in with Aerlyns father, to settle some long standing worries she's been harboring.
The Icewind-Kobold were given the deed to the Ramshakle Inn to make their new home and keep it for the charakters.
Quest: Mountain Climb
Osric and his party, Mokingo Growling Bear Akannathi (male goliath warrior), Perilou Fishfinger(female halfling cleric) and Astrix (female tiefling wizard), hired the help of Garret Velryn, a survialist and moutain guide, but were ambushed by a yeti in a snowstorm
The characters managed to get a badly hurt Garret and deeply exhausted Perilou down from the mountain and to their save encampment. Sadly Mokingo was already half eaten and his head mounted like a trophy among others. Astrix in her panik fled UP the mountain, instead of down and froze to her death. On the mountains peak they found her, kneeling frozen in front of a long extinguished fire, next to another corpse, that of a once very popular dwarven daredevil with blue boots.
Auril in her Frostmaiden form greeted the party, frozen in shock. She beckonned to the lands below and its pristine beauty. It seems that, for now, she's more interessted in what these "heroes" would do next, than anything else and expressed once more her lamenting Skalli's growing effort to evade her. She gidted them with advice before parting:
"Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." "Your compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."


By the Frostmaidens grace the party has reached 5th Level!

2024-11-01 19:00 DDHC-RotF 02 Icewind Dale 21 25 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

25gp
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Story:

Quest: Jarlmoot

2024-06-23 19:33 DDHC-RotF 01 Ten Towns - Lonlywood 1 25 10 Show

Teilnehmer:
(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(4) Frederick - Elric - Human - Wizard - none
(4) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?
.
Loot:
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
Mundane Items:
1x Urkunde für das Ramshakle Inn
1x Druidic Focus
1 Sack voller Chardalyn Splitter
Trinket: Book about druidic rites and lore written in druidic.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 27 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 4
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederic - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

135gp for completing "The White Moose"
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
...
An unstrung bow was found in the tombs.
Rae'shalare, Warrior's Lament
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
[This Weapon serves as C0ldW0lfs 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]

Story:

The heroes have defeated Ravisins and accessed the Mirror of the Full Moon. While the moon dial lights its frame, the mirror functions like an crystal ball of scrying. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it.


“Gaze upon your own face and have seven questions answered.”
1. Sahnar demonstrated how the mirror functions by using it to glean information about his descendants whereabouts and wellbeing. His halfelven grandson lives happy and well.
2. Aerlyn asked how her father was faring. He is well, but surrounded by mysterious men, wearing amulets made of black ice in the shape of a sword. He's serving food, tending to someone imprisoned.
3. Beru asked "Who am I?". The vision showed his birth to him. Has ancestry, his mother. It showed how he was cast into the icy lake for being to fragile of a goliath son. How he was saved by a werebear goliath and then brought to Bryn Shanders orphanage. And it showed him Helm, the God of Vigilance, who beckonned him to "protect them...".
4. Skalli asked how to end the Everlasting Rime. She was shown two Visions. First there was a gnome, dressed like a teddybear, asking for assistance and then a single ray of sunshine, falling onto a lonely Black Cabin beyond the woods. The second showed to her a massive glacier, unpassable by mortal means. The vision turned back t'wards an island deep in the sea of moving ice, which houses a fortress in the image of a crowned skull. A book clad in white in their hands, an old woman with white hair and an eyepatch and three kobolds in a trenchcoat. And finally just standing behind herself, Elric. As she was about to take her hand away from the mirrors surface, two icy blue eyes stared back at her, slowly freezing the edges of the mirror: "There you are..." The Frostmaiden has layed eyes on them.
Before fleeing the evlen tomb immediately, Aerlyn quickly used two more questions on the mirror, not letting the chance to unravel at least some of the unfolding events pass them.
5. Aerlyn asked about all the Chardalyn they've encountered on their journey so far. They saw duergar, stealing away in the dark of night. Bringing chardalyn to a hidden fortress deep in the mountains. They saw them forging weapons of war and a gargantuan construct, a dragon made entirely of chardalyn.
6. Aerlyn asked about the Everlasting Rime. She saw a giant woman with an owl mask and a staff with a chardalyn crystal on top of it. She mounted a massive predatory bird, flying into the night sky and casting some manner of spell, emboldening the endless snowfall.


Sahnar then urged the party to move along. They made their way into the wood, towards a frozen river. There they stumbled upon the crashside of a dogsled and a Halfling, burried head frist into a mount of snow. Osric Whisperwood was a member of another adventuring party hired by Duvessa Shane. They had been looking into climbing Kelvins Cairn and speaking with Oyaminartok, a werebear goliath and local legend said to have unique insight into the happenings of the dale. Sadly they were ambushed by a yeti in a blizzard. Osric had fled the scene together with 2 dogs to go and get help, buth got lost in the storm.
As they were gathering their wits, Auril herself appeared before the heroes. She spoke to them, offering sweet eternity as part of her eternal garden of ice and the beauty she's bring. Not understanding how these mortals couldn't fathom her work and ideals. She adsressed Skalli one last time before disappearing into the snow, the the lights came creeping in. A small army of Coldlight Walkers was approaching them, wounding them severely, almost killing some. (7th question answered) They managed to flee only by Sahnar's timely arrival. He had used the last of the mirrors power to see a way to save them from this doom, only to realize a sacrifice need be made. He joined onto the battlefield with a Forbiddance spell at the ready, which he had cast on his way and struck down against the undead, subsequently ending his own existance along with theirs. "Fly you fools...".

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 40 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(5) Frederick - Elric - Human - Wizard - none
(5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

200gp
1x Potion of Healing
1x Potion of Greater Healing
1 Common magic item of choice for every charakter
Bag of Tricks (Gray)
Adventuring Gear (Wondrous Item)
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an 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 a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
Dzaan's Spellbook
A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell.
After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells:
detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow
arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming

Vellynne Harpell's Spellbook
Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph
[Vellynnes book is granted access to, not looted!]

Story:

Fated Allies: The Council of Speakers


After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon.
The charakters have advanced to chapter 2!

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 100 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederick - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

350gp
1x healer’s kit
1x hunting trap
1x Potion of Resistance (cold)
2x Amulet of the Devout +1
Wondrous item, uncommon (+1), (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
This Item is to be considered your 5th level "choose one magic item".
[These two Amulets serve as Echos and Raimundos 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]
...
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
1. You have resistance to cold damage.
2. You ignore difficult terrain created by ice or snow.
3. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wand of the War Mage +1
Wand, uncommon (requires attunement by a spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Story:

Returning Survivors
Beru and Osric have escorted Garret back to his husband in Targos and Perilou to Bryn Shander. While their is buisy working in Caer-Dineval, they have been summoned by Naerth Maxildanarr (Speaker of Targos), who thanked them personally for saving one of his citizens. Word of the parties deeds have started to circulate around ten-towns and Naerth has heeded the peoples wishes to no longer sacrifice lives to Auril and instead fallen back on heat and warmth to appease the Frostmaiden. As a sign of gratitude and "investing into the future of ten-towns", Speaker Naerth has handed them a letter for Duvessa Shane, solidifying relations between their towns. Furthermore, his trade network (the Zentharim) was able to percure a number of usefull Items, that might come in handy for the journey ahead (see loot).


Back in Bryn Shander
Beru and Osric delivered the message to Duvessa Shane and shared some of the information the party has gleaned from the mirror of the full moon and about the frostmaidens influence about events in ten-towns. While concerned, she asked them to continue their good work for the towns and look further into what they can help with and learn in Easthaven and beyond, especially about these visions of secret grey Dwarves, who reportedly have been starting to attack travelers and civilians. Meanwhile she would work to best aid them on the political fields, because "whatever you people are doing, by the gods, it works."
100gp inherritance from the fallen adventurers
50gp weekly payment from the Council of Speakers


Main-Story Quest: Black Cabin. On their way to pay respect at the House of the Triade, Beru and Osric have been stopped by Copper Knobberknocker, who is just a little worried a friend named Macreadus, who is conducting research at an old cabin in the wilderness. He says that if the party finds themselves nearby, he would appreciate it if they looked in on Macreadus, who’s trying to build a device that could end the Frostmaiden’s eternal winter and return summer to Icewind Dale. Copper asked them to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome has paid for the provisions, he can’t offer a reward; however, Mishann, the priest who runs the House of the Morninglord, offered free healing and other spellcasting services to those who complete Copper’s quest and return.


At the House of the Triad Beru met with his adoptive father, an armored human man and always vigilant war cleric of Helm. While beginning to slithgly gray in his age, his father has remained an alert and compassionate demeanor. Beru and Osric were affored on brief evening of respite with his adoptive family among the orphans and priests. They shared a wonderful meal in celebration of the parties deeds across ten-towns. Even chicken meat was afforded by an anonymous benefactor and supper was both fulfilling and lasted for a few precious hours.
Beru and Osric will start their next adventuring day under the effects of a Heroe's Feast (18hp). Beru took the opportunity that night to also make his oaths.


Returning to Cear-Dineval
Perilou, the halfling cleric, caught Osric on their way out of town and thanked them again for saving her life. "We'd have all died up there if it wasn't for you."

2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 120 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederic - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

600gp (Beru declined the hags bargain in accordance to his oaths and forfeit his share)
Cauldron of Plenty
Wondrous item, rare
This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.

Story:

Quest: Toil and Trouble

2024-06-19 18:06 Service Reward (2 Levels + 1 Catching Up 3 130 Show

Wand of Scowls + 10 Downtime (Used for Catching Up)
Pipe of Smoke Monsters + 250gp from Voermstrand's Scroll

2024-07-12 19:04 DDHC-RotF 01 Ten Towns 12 1 200 10 Show
2024-12-20 21:00 Intermission 26 400 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

2000gp
Als Belohnung für die Rettung der Ten-Towns.

Story:

2025-01-03 21:00 DDHC-RotF 05 - Auril's Abode 27 400 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 1 693.6 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2024-11-15 19:30 DDHC-RotF 03 Sunblight 23 800 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

1x pair of dwarven sandals carved out of obsidian (250 gp)
1x quilted smoking jacket sized for a dwarf and sewn with fifty gemstones (500 gp)
1x malachite beard comb set with seven red garnets (750 gp)
1x hookah made of platinum and star sapphire (2,500 gp)
1x rolled-up leather scroll with the following sequence of numbers written on it in Dwarvish:
1-3-6; 2-5-2; 9-7-5; 4-3-4; 8-2-7; 5-6-3; 7-1-4; 2-9-9
Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Notes: Deception, Headwear
Wand of Web
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Piwafwi
Wondrous item, uncommon (requires attunement)
A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Story:

2025-02-07 20:00 DDHC-RotF 05 - Auril's Abode 30 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

Quest: Angajuk's Bell
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609

Loot:

1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode Show

Loot:
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling

Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

3x Antitoxin
1x Holy Water
Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.

2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2024-06-19 17:56 Character Build Show

Name: Osric Whisperwoods
.

Race: Stout Halfling
.

Background: Faction Agent
.

Level: 4 Twillight Cleric
.

HP (Class/Con): 23 + 12 + 8
.

AB Scores:
.

STR: 10
DEX: 14
CON: 15 (+1 from Race)
INT: 8
WIS: 15 (+2 from Race) (+1 from Shadow Touched)
CHA: 8
.

Feats: Shadow Touched
.

Proficiencies: Insight, Medicine, Survival, Perception
.

Languages: Common, Dwarvish, Goblin, Halfling
.

AL Feat and AL Magic Item at lvl 5: Tough / Amulet of the Devout +1 ab LVL 5
.

Starter Equipment (Standard Equipment):
.

Magic Items:

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2024-06-21 05:03 Purchase Log Show Purchase

3 Holy water for 75gp
Mastiff for 25gp
20 Rations 10gp carried by Mastiff

2024-10-11 19:54 DDHC-RotF 02 Icewind Dale 20 10 Show

Bought powdered Silver for 50gp

2024-06-28 21:00 DDHC-RotF 01 Ten Towns 10 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederick - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

10gp/Person
1x Potion of Invisibility
One pair of Ice-Troll tusks
Scrimshaw of a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it.
Astrix' leather-bound spellbook, which contains the following wizard spells: Alter Self, Cloud of Daggers, Comprehend Languages, Detect Magic, Expeditious Retreat, Scorching Ray, Shield, Suggestion, and Tenser’s floating Disk.

Story:

Back at Nimseys in Lonelywood the party could finally catch some breaths, exhausted and cold and finally take a deserved long rest. The next morning moods were grim. The party had lost Chonk, Berus axebeak, to the Coldlight Walkers. Trying to help sooth the characters woes, Nimsey offered her best halfling hospitality, but to little awail.
She told them of Jarlmoot, an ancient ritual ground of Frostgiants, who ruled this land a long time ago. Some manner of test and insight might be acquired there, aswell as an old relic hidden there. She also was able to tell them a little more about Oyaminartok, the werebear goliath and her clan, going around the dale and helping those in need. Surely, if anyone, she knows how to help them. After collecting themselves and deciding their next steps, the party set on going north, to Kelvin's Cairn and try to save Osrics old party members and their survival guide, before cutting east and checking in with Aerlyns father, to settle some long standing worries she's been harboring.
The Icewind-Kobold were given the deed to the Ramshakle Inn to make their new home and keep it for the charakters.
Quest: Mountain Climb
Osric and his party, Mokingo Growling Bear Akannathi (male goliath warrior), Perilou Fishfinger(female halfling cleric) and Astrix (female tiefling wizard), hired the help of Garret Velryn, a survialist and moutain guide, but were ambushed by a yeti in a snowstorm
The characters managed to get a badly hurt Garret and deeply exhausted Perilou down from the mountain and to their save encampment. Sadly Mokingo was already half eaten and his head mounted like a trophy among others. Astrix in her panik fled UP the mountain, instead of down and froze to her death. On the mountains peak they found her, kneeling frozen in front of a long extinguished fire, next to another corpse, that of a once very popular dwarven daredevil with blue boots.
Auril in her Frostmaiden form greeted the party, frozen in shock. She beckonned to the lands below and its pristine beauty. It seems that, for now, she's more interessted in what these "heroes" would do next, than anything else and expressed once more her lamenting Skalli's growing effort to evade her. She gidted them with advice before parting:
"Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." "Your compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."


By the Frostmaidens grace the party has reached 5th Level!

2024-11-01 19:00 DDHC-RotF 02 Icewind Dale 21 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

25gp
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Story:

Quest: Jarlmoot

2024-06-23 19:33 DDHC-RotF 01 Ten Towns - Lonlywood 1 10 Show

Teilnehmer:
(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(4) Frederick - Elric - Human - Wizard - none
(4) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?
.
Loot:
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
Mundane Items:
1x Urkunde für das Ramshakle Inn
1x Druidic Focus
1 Sack voller Chardalyn Splitter
Trinket: Book about druidic rites and lore written in druidic.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 4
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederic - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

135gp for completing "The White Moose"
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
...
An unstrung bow was found in the tombs.
Rae'shalare, Warrior's Lament
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
[This Weapon serves as C0ldW0lfs 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]

Story:

The heroes have defeated Ravisins and accessed the Mirror of the Full Moon. While the moon dial lights its frame, the mirror functions like an crystal ball of scrying. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it.


“Gaze upon your own face and have seven questions answered.”
1. Sahnar demonstrated how the mirror functions by using it to glean information about his descendants whereabouts and wellbeing. His halfelven grandson lives happy and well.
2. Aerlyn asked how her father was faring. He is well, but surrounded by mysterious men, wearing amulets made of black ice in the shape of a sword. He's serving food, tending to someone imprisoned.
3. Beru asked "Who am I?". The vision showed his birth to him. Has ancestry, his mother. It showed how he was cast into the icy lake for being to fragile of a goliath son. How he was saved by a werebear goliath and then brought to Bryn Shanders orphanage. And it showed him Helm, the God of Vigilance, who beckonned him to "protect them...".
4. Skalli asked how to end the Everlasting Rime. She was shown two Visions. First there was a gnome, dressed like a teddybear, asking for assistance and then a single ray of sunshine, falling onto a lonely Black Cabin beyond the woods. The second showed to her a massive glacier, unpassable by mortal means. The vision turned back t'wards an island deep in the sea of moving ice, which houses a fortress in the image of a crowned skull. A book clad in white in their hands, an old woman with white hair and an eyepatch and three kobolds in a trenchcoat. And finally just standing behind herself, Elric. As she was about to take her hand away from the mirrors surface, two icy blue eyes stared back at her, slowly freezing the edges of the mirror: "There you are..." The Frostmaiden has layed eyes on them.
Before fleeing the evlen tomb immediately, Aerlyn quickly used two more questions on the mirror, not letting the chance to unravel at least some of the unfolding events pass them.
5. Aerlyn asked about all the Chardalyn they've encountered on their journey so far. They saw duergar, stealing away in the dark of night. Bringing chardalyn to a hidden fortress deep in the mountains. They saw them forging weapons of war and a gargantuan construct, a dragon made entirely of chardalyn.
6. Aerlyn asked about the Everlasting Rime. She saw a giant woman with an owl mask and a staff with a chardalyn crystal on top of it. She mounted a massive predatory bird, flying into the night sky and casting some manner of spell, emboldening the endless snowfall.


Sahnar then urged the party to move along. They made their way into the wood, towards a frozen river. There they stumbled upon the crashside of a dogsled and a Halfling, burried head frist into a mount of snow. Osric Whisperwood was a member of another adventuring party hired by Duvessa Shane. They had been looking into climbing Kelvins Cairn and speaking with Oyaminartok, a werebear goliath and local legend said to have unique insight into the happenings of the dale. Sadly they were ambushed by a yeti in a blizzard. Osric had fled the scene together with 2 dogs to go and get help, buth got lost in the storm.
As they were gathering their wits, Auril herself appeared before the heroes. She spoke to them, offering sweet eternity as part of her eternal garden of ice and the beauty she's bring. Not understanding how these mortals couldn't fathom her work and ideals. She adsressed Skalli one last time before disappearing into the snow, the the lights came creeping in. A small army of Coldlight Walkers was approaching them, wounding them severely, almost killing some. (7th question answered) They managed to flee only by Sahnar's timely arrival. He had used the last of the mirrors power to see a way to save them from this doom, only to realize a sacrifice need be made. He joined onto the battlefield with a Forbiddance spell at the ready, which he had cast on his way and struck down against the undead, subsequently ending his own existance along with theirs. "Fly you fools...".

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(5) Frederick - Elric - Human - Wizard - none
(5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

200gp
1x Potion of Healing
1x Potion of Greater Healing
1 Common magic item of choice for every charakter
Bag of Tricks (Gray)
Adventuring Gear (Wondrous Item)
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an 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 a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
Dzaan's Spellbook
A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell.
After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells:
detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow
arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming

Vellynne Harpell's Spellbook
Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph
[Vellynnes book is granted access to, not looted!]

Story:

Fated Allies: The Council of Speakers


After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon.
The charakters have advanced to chapter 2!

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederick - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

350gp
1x healer’s kit
1x hunting trap
1x Potion of Resistance (cold)
2x Amulet of the Devout +1
Wondrous item, uncommon (+1), (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
This Item is to be considered your 5th level "choose one magic item".
[These two Amulets serve as Echos and Raimundos 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]
...
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
1. You have resistance to cold damage.
2. You ignore difficult terrain created by ice or snow.
3. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wand of the War Mage +1
Wand, uncommon (requires attunement by a spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Story:

Returning Survivors
Beru and Osric have escorted Garret back to his husband in Targos and Perilou to Bryn Shander. While their is buisy working in Caer-Dineval, they have been summoned by Naerth Maxildanarr (Speaker of Targos), who thanked them personally for saving one of his citizens. Word of the parties deeds have started to circulate around ten-towns and Naerth has heeded the peoples wishes to no longer sacrifice lives to Auril and instead fallen back on heat and warmth to appease the Frostmaiden. As a sign of gratitude and "investing into the future of ten-towns", Speaker Naerth has handed them a letter for Duvessa Shane, solidifying relations between their towns. Furthermore, his trade network (the Zentharim) was able to percure a number of usefull Items, that might come in handy for the journey ahead (see loot).


Back in Bryn Shander
Beru and Osric delivered the message to Duvessa Shane and shared some of the information the party has gleaned from the mirror of the full moon and about the frostmaidens influence about events in ten-towns. While concerned, she asked them to continue their good work for the towns and look further into what they can help with and learn in Easthaven and beyond, especially about these visions of secret grey Dwarves, who reportedly have been starting to attack travelers and civilians. Meanwhile she would work to best aid them on the political fields, because "whatever you people are doing, by the gods, it works."
100gp inherritance from the fallen adventurers
50gp weekly payment from the Council of Speakers


Main-Story Quest: Black Cabin. On their way to pay respect at the House of the Triade, Beru and Osric have been stopped by Copper Knobberknocker, who is just a little worried a friend named Macreadus, who is conducting research at an old cabin in the wilderness. He says that if the party finds themselves nearby, he would appreciate it if they looked in on Macreadus, who’s trying to build a device that could end the Frostmaiden’s eternal winter and return summer to Icewind Dale. Copper asked them to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome has paid for the provisions, he can’t offer a reward; however, Mishann, the priest who runs the House of the Morninglord, offered free healing and other spellcasting services to those who complete Copper’s quest and return.


At the House of the Triad Beru met with his adoptive father, an armored human man and always vigilant war cleric of Helm. While beginning to slithgly gray in his age, his father has remained an alert and compassionate demeanor. Beru and Osric were affored on brief evening of respite with his adoptive family among the orphans and priests. They shared a wonderful meal in celebration of the parties deeds across ten-towns. Even chicken meat was afforded by an anonymous benefactor and supper was both fulfilling and lasted for a few precious hours.
Beru and Osric will start their next adventuring day under the effects of a Heroe's Feast (18hp). Beru took the opportunity that night to also make his oaths.


Returning to Cear-Dineval
Perilou, the halfling cleric, caught Osric on their way out of town and thanked them again for saving her life. "We'd have all died up there if it wasn't for you."

2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederic - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

600gp (Beru declined the hags bargain in accordance to his oaths and forfeit his share)
Cauldron of Plenty
Wondrous item, rare
This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.

Story:

Quest: Toil and Trouble

2024-06-19 18:06 Service Reward (2 Levels + 1 Catching Up Show

Wand of Scowls + 10 Downtime (Used for Catching Up)
Pipe of Smoke Monsters + 250gp from Voermstrand's Scroll

2024-07-12 19:04 DDHC-RotF 01 Ten Towns 12 10 Show
2024-12-20 21:00 Intermission 26 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

2000gp
Als Belohnung für die Rettung der Ten-Towns.

Story:

2025-01-03 21:00 DDHC-RotF 05 - Auril's Abode 27 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2024-11-15 19:30 DDHC-RotF 03 Sunblight 23 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

1x pair of dwarven sandals carved out of obsidian (250 gp)
1x quilted smoking jacket sized for a dwarf and sewn with fifty gemstones (500 gp)
1x malachite beard comb set with seven red garnets (750 gp)
1x hookah made of platinum and star sapphire (2,500 gp)
1x rolled-up leather scroll with the following sequence of numbers written on it in Dwarvish:
1-3-6; 2-5-2; 9-7-5; 4-3-4; 8-2-7; 5-6-3; 7-1-4; 2-9-9
Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Notes: Deception, Headwear
Wand of Web
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Piwafwi
Wondrous item, uncommon (requires attunement)
A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Story:

2025-02-07 20:00 DDHC-RotF 05 - Auril's Abode 30 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

Quest: Angajuk's Bell
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609

Loot:

1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode Show

Loot:
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling

Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

3x Antitoxin
1x Holy Water
Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.

2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2024-06-19 17:56 Character Build Show

Name: Osric Whisperwoods
.

Race: Stout Halfling
.

Background: Faction Agent
.

Level: 4 Twillight Cleric
.

HP (Class/Con): 23 + 12 + 8
.

AB Scores:
.

STR: 10
DEX: 14
CON: 15 (+1 from Race)
INT: 8
WIS: 15 (+2 from Race) (+1 from Shadow Touched)
CHA: 8
.

Feats: Shadow Touched
.

Proficiencies: Insight, Medicine, Survival, Perception
.

Languages: Common, Dwarvish, Goblin, Halfling
.

AL Feat and AL Magic Item at lvl 5: Tough / Amulet of the Devout +1 ab LVL 5
.

Starter Equipment (Standard Equipment):
.

Magic Items:

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2024-06-21 05:03 Purchase Log -110 Show Purchase

3 Holy water for 75gp
Mastiff for 25gp
20 Rations 10gp carried by Mastiff

2024-10-11 19:54 DDHC-RotF 02 Icewind Dale 20 -50 10 Show

Bought powdered Silver for 50gp

2024-06-28 21:00 DDHC-RotF 01 Ten Towns 10 10 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 1
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederick - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

10gp/Person
1x Potion of Invisibility
One pair of Ice-Troll tusks
Scrimshaw of a spouting whale, a smiling fox, a pair of dancing hares, and a walrus with the words “BIG LOVE” carved into it.
Astrix' leather-bound spellbook, which contains the following wizard spells: Alter Self, Cloud of Daggers, Comprehend Languages, Detect Magic, Expeditious Retreat, Scorching Ray, Shield, Suggestion, and Tenser’s floating Disk.

Story:

Back at Nimseys in Lonelywood the party could finally catch some breaths, exhausted and cold and finally take a deserved long rest. The next morning moods were grim. The party had lost Chonk, Berus axebeak, to the Coldlight Walkers. Trying to help sooth the characters woes, Nimsey offered her best halfling hospitality, but to little awail.
She told them of Jarlmoot, an ancient ritual ground of Frostgiants, who ruled this land a long time ago. Some manner of test and insight might be acquired there, aswell as an old relic hidden there. She also was able to tell them a little more about Oyaminartok, the werebear goliath and her clan, going around the dale and helping those in need. Surely, if anyone, she knows how to help them. After collecting themselves and deciding their next steps, the party set on going north, to Kelvin's Cairn and try to save Osrics old party members and their survival guide, before cutting east and checking in with Aerlyns father, to settle some long standing worries she's been harboring.
The Icewind-Kobold were given the deed to the Ramshakle Inn to make their new home and keep it for the charakters.
Quest: Mountain Climb
Osric and his party, Mokingo Growling Bear Akannathi (male goliath warrior), Perilou Fishfinger(female halfling cleric) and Astrix (female tiefling wizard), hired the help of Garret Velryn, a survialist and moutain guide, but were ambushed by a yeti in a snowstorm
The characters managed to get a badly hurt Garret and deeply exhausted Perilou down from the mountain and to their save encampment. Sadly Mokingo was already half eaten and his head mounted like a trophy among others. Astrix in her panik fled UP the mountain, instead of down and froze to her death. On the mountains peak they found her, kneeling frozen in front of a long extinguished fire, next to another corpse, that of a once very popular dwarven daredevil with blue boots.
Auril in her Frostmaiden form greeted the party, frozen in shock. She beckonned to the lands below and its pristine beauty. It seems that, for now, she's more interessted in what these "heroes" would do next, than anything else and expressed once more her lamenting Skalli's growing effort to evade her. She gidted them with advice before parting:
"Exist as long as you can, by whatever means you can. Only by enduring can you outlast your enemies." "Your compassion makes you vulnerable. Let cruelty be the knife that keeps your enemies at bay."


By the Frostmaidens grace the party has reached 5th Level!

2024-11-01 19:00 DDHC-RotF 02 Icewind Dale 21 25 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

25gp
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Story:

Quest: Jarlmoot

2024-06-23 19:33 DDHC-RotF 01 Ten Towns - Lonlywood 1 25 10 Show

Teilnehmer:
(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(4) Frederick - Elric - Human - Wizard - none
(4) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?
.
Loot:
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
Mundane Items:
1x Urkunde für das Ramshakle Inn
1x Druidic Focus
1 Sack voller Chardalyn Splitter
Trinket: Book about druidic rites and lore written in druidic.

2024-06-21 21:00 DDHC-RotF 01 Ten Towns 9 27 10 Show

Teilnehmer:

(4) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian lvl 4
(4) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 3/Warlock 1
(4) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 4
(4) Frederic - Elric - Human - Wizard: School of Evocation 4
(4) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 4

Loot:

135gp for completing "The White Moose"
1x Potion of Vitality
1x Potion of Resistance (Radiant)
1x Spell Scroll Moonbeam
1x Spell Scroll Comune
...
An unstrung bow was found in the tombs.
Rae'shalare, Warrior's Lament
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
[This Weapon serves as C0ldW0lfs 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]

Story:

The heroes have defeated Ravisins and accessed the Mirror of the Full Moon. While the moon dial lights its frame, the mirror functions like an crystal ball of scrying. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it.


“Gaze upon your own face and have seven questions answered.”
1. Sahnar demonstrated how the mirror functions by using it to glean information about his descendants whereabouts and wellbeing. His halfelven grandson lives happy and well.
2. Aerlyn asked how her father was faring. He is well, but surrounded by mysterious men, wearing amulets made of black ice in the shape of a sword. He's serving food, tending to someone imprisoned.
3. Beru asked "Who am I?". The vision showed his birth to him. Has ancestry, his mother. It showed how he was cast into the icy lake for being to fragile of a goliath son. How he was saved by a werebear goliath and then brought to Bryn Shanders orphanage. And it showed him Helm, the God of Vigilance, who beckonned him to "protect them...".
4. Skalli asked how to end the Everlasting Rime. She was shown two Visions. First there was a gnome, dressed like a teddybear, asking for assistance and then a single ray of sunshine, falling onto a lonely Black Cabin beyond the woods. The second showed to her a massive glacier, unpassable by mortal means. The vision turned back t'wards an island deep in the sea of moving ice, which houses a fortress in the image of a crowned skull. A book clad in white in their hands, an old woman with white hair and an eyepatch and three kobolds in a trenchcoat. And finally just standing behind herself, Elric. As she was about to take her hand away from the mirrors surface, two icy blue eyes stared back at her, slowly freezing the edges of the mirror: "There you are..." The Frostmaiden has layed eyes on them.
Before fleeing the evlen tomb immediately, Aerlyn quickly used two more questions on the mirror, not letting the chance to unravel at least some of the unfolding events pass them.
5. Aerlyn asked about all the Chardalyn they've encountered on their journey so far. They saw duergar, stealing away in the dark of night. Bringing chardalyn to a hidden fortress deep in the mountains. They saw them forging weapons of war and a gargantuan construct, a dragon made entirely of chardalyn.
6. Aerlyn asked about the Everlasting Rime. She saw a giant woman with an owl mask and a staff with a chardalyn crystal on top of it. She mounted a massive predatory bird, flying into the night sky and casting some manner of spell, emboldening the endless snowfall.


Sahnar then urged the party to move along. They made their way into the wood, towards a frozen river. There they stumbled upon the crashside of a dogsled and a Halfling, burried head frist into a mount of snow. Osric Whisperwood was a member of another adventuring party hired by Duvessa Shane. They had been looking into climbing Kelvins Cairn and speaking with Oyaminartok, a werebear goliath and local legend said to have unique insight into the happenings of the dale. Sadly they were ambushed by a yeti in a blizzard. Osric had fled the scene together with 2 dogs to go and get help, buth got lost in the storm.
As they were gathering their wits, Auril herself appeared before the heroes. She spoke to them, offering sweet eternity as part of her eternal garden of ice and the beauty she's bring. Not understanding how these mortals couldn't fathom her work and ideals. She adsressed Skalli one last time before disappearing into the snow, the the lights came creeping in. A small army of Coldlight Walkers was approaching them, wounding them severely, almost killing some. (7th question answered) They managed to flee only by Sahnar's timely arrival. He had used the last of the mirrors power to see a way to save them from this doom, only to realize a sacrifice need be made. He joined onto the battlefield with a Forbiddance spell at the ready, which he had cast on his way and struck down against the undead, subsequently ending his own existance along with theirs. "Fly you fools...".

2024-07-26 19:00 DDHC-RotF 01 Ten-Towns 14 40 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(5) Frederick - Elric - Human - Wizard - none
(5) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

200gp
1x Potion of Healing
1x Potion of Greater Healing
1 Common magic item of choice for every charakter
Bag of Tricks (Gray)
Adventuring Gear (Wondrous Item)
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an 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 a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
Dzaan's Spellbook
A worn book with a red leather cover and yellow pages. The edges of the pages are stained with dry blood. The writing inside suggests the book is nothing more than a poetry anthology. However, it’s actually the spellbook of a Red Wizard of Thay named Dzaan. The book’s true contents are hidden by an illusory script spell.
After the book was confiscated by a member of the town militia, it was brought to the Town Hall, where a clerk saw fit to place it in this library for safe keeping. Casting dispel magic on the book ends the illusory script spell placed upon it. When the illusory script spell ends, the book’s true contents are revealed. It contains the following spells:
detect magic, disguise self, illusory script, magic missile, silent image, arcane lock, blur, invisibility, knock, levitate, mirror image, phantasmal force, fireball, major image, sending, slow
arcane eye, confusion, hallucinatory terrain, phantasmal killer, animate objects, conjure elemental, mislead, seeming

Vellynne Harpell's Spellbook
Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells: false life, find familiar, protection from evil and good, shield, Tenser's floating disk, blindness/deafness, magic weapon, bestow curse, remove curse, polymorph
[Vellynnes book is granted access to, not looted!]

Story:

Fated Allies: The Council of Speakers


After gathering the Council of Speakers and setting a base of operations in Bryn Shander, Ten-Towns is gathering allies across Icewind Dale. The party is promised 100gp from each of the smaller towns, 300gp from each of the larger towns and 500gp from Bryn Shander, should Ten-Towns survie the duergar attack and their Chardalyn Dragon.
The charakters have advanced to chapter 2!

2024-07-05 21:00 DDHC-RotF 01 Ten Towns 11 100 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederick - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

350gp
1x healer’s kit
1x hunting trap
1x Potion of Resistance (cold)
2x Amulet of the Devout +1
Wondrous item, uncommon (+1), (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
This Item is to be considered your 5th level "choose one magic item".
[These two Amulets serve as Echos and Raimundos 5th Level "Choose a magic item", per Adventurer's League rules in accordance to the Player's Guide]
...
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
1. You have resistance to cold damage.
2. You ignore difficult terrain created by ice or snow.
3. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wand of the War Mage +1
Wand, uncommon (requires attunement by a spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Story:

Returning Survivors
Beru and Osric have escorted Garret back to his husband in Targos and Perilou to Bryn Shander. While their is buisy working in Caer-Dineval, they have been summoned by Naerth Maxildanarr (Speaker of Targos), who thanked them personally for saving one of his citizens. Word of the parties deeds have started to circulate around ten-towns and Naerth has heeded the peoples wishes to no longer sacrifice lives to Auril and instead fallen back on heat and warmth to appease the Frostmaiden. As a sign of gratitude and "investing into the future of ten-towns", Speaker Naerth has handed them a letter for Duvessa Shane, solidifying relations between their towns. Furthermore, his trade network (the Zentharim) was able to percure a number of usefull Items, that might come in handy for the journey ahead (see loot).


Back in Bryn Shander
Beru and Osric delivered the message to Duvessa Shane and shared some of the information the party has gleaned from the mirror of the full moon and about the frostmaidens influence about events in ten-towns. While concerned, she asked them to continue their good work for the towns and look further into what they can help with and learn in Easthaven and beyond, especially about these visions of secret grey Dwarves, who reportedly have been starting to attack travelers and civilians. Meanwhile she would work to best aid them on the political fields, because "whatever you people are doing, by the gods, it works."
100gp inherritance from the fallen adventurers
50gp weekly payment from the Council of Speakers


Main-Story Quest: Black Cabin. On their way to pay respect at the House of the Triade, Beru and Osric have been stopped by Copper Knobberknocker, who is just a little worried a friend named Macreadus, who is conducting research at an old cabin in the wilderness. He says that if the party finds themselves nearby, he would appreciate it if they looked in on Macreadus, who’s trying to build a device that could end the Frostmaiden’s eternal winter and return summer to Icewind Dale. Copper asked them to bring provisions to Macreadus at the Black Cabin and make sure he’s all right. Because the gnome has paid for the provisions, he can’t offer a reward; however, Mishann, the priest who runs the House of the Morninglord, offered free healing and other spellcasting services to those who complete Copper’s quest and return.


At the House of the Triad Beru met with his adoptive father, an armored human man and always vigilant war cleric of Helm. While beginning to slithgly gray in his age, his father has remained an alert and compassionate demeanor. Beru and Osric were affored on brief evening of respite with his adoptive family among the orphans and priests. They shared a wonderful meal in celebration of the parties deeds across ten-towns. Even chicken meat was afforded by an anonymous benefactor and supper was both fulfilling and lasted for a few precious hours.
Beru and Osric will start their next adventuring day under the effects of a Heroe's Feast (18hp). Beru took the opportunity that night to also make his oaths.


Returning to Cear-Dineval
Perilou, the halfling cleric, caught Osric on their way out of town and thanked them again for saving her life. "We'd have all died up there if it wasn't for you."

2024-07-19 21:00 DDHC-RotF 01 Ten-Towns 13 120 10 Show

Teilnehmer:

(5) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian 3/Druid 2
(5) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin 4/Warlock 1
(5) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger: Beastmaster 5
(5) Frederic - Elric - Human - Wizard: School of Evocation 5
(5) Echo - Osric - Stout Halfling - Cleric: Twilight Domain 5

Loot:

600gp (Beru declined the hags bargain in accordance to his oaths and forfeit his share)
Cauldron of Plenty
Wondrous item, rare
This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.

Story:

Quest: Toil and Trouble

2024-06-19 18:06 Service Reward (2 Levels + 1 Catching Up 130 Show

Wand of Scowls + 10 Downtime (Used for Catching Up)
Pipe of Smoke Monsters + 250gp from Voermstrand's Scroll

2024-07-12 19:04 DDHC-RotF 01 Ten Towns 12 200 10 Show
2024-12-20 21:00 Intermission 26 400 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

2000gp
Als Belohnung für die Rettung der Ten-Towns.

Story:

2025-01-03 21:00 DDHC-RotF 05 - Auril's Abode 27 400 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode 33 693.6 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

3.468gp
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.


The party has reached 9th Level!

2024-11-15 19:30 DDHC-RotF 03 Sunblight 23 800 10 Show

Teilnehmer:

(6) Arikatzi020 - Skalli "Frostgaze" - Shifter - Barbarian - none
(6) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(6) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(6) Frederick - Elric - Human - Wizard - none
(6) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

1x pair of dwarven sandals carved out of obsidian (250 gp)
1x quilted smoking jacket sized for a dwarf and sewn with fifty gemstones (500 gp)
1x malachite beard comb set with seven red garnets (750 gp)
1x hookah made of platinum and star sapphire (2,500 gp)
1x rolled-up leather scroll with the following sequence of numbers written on it in Dwarvish:
1-3-6; 2-5-2; 9-7-5; 4-3-4; 8-2-7; 5-6-3; 7-1-4; 2-9-9
Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Notes: Deception, Headwear
Wand of Web
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Piwafwi
Wondrous item, uncommon (requires attunement)
A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Story:

2025-02-07 20:00 DDHC-RotF 05 - Auril's Abode 30 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Story:

Quest: Angajuk's Bell
https://files.d20.io/images/371182848/816j14QJs33ohfGWQube7w/max.png?1702293132
https://files.d20.io/images/427894953/lW-v7tctZeJLMH4lTGZoqg/max.jpg?1738886609

Loot:

1x Spell Scroll of Greater Restoration
1x Potion of Greater Healing

2025-02-28 21:30 DDHC-RotF 05 - Auril's Abode 31 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric

Loot:

3x Antitoxin
1x Holy Water

Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Story:

Quest - The Dark Ducchess

2025-03-14 19:40 DDHC-RotF 05 - Auril's Abode Show

Loot:
1,350 gp, 4,400 sp, and 7,800 cp
Four gold rings sized for giants (150 gp each)
A giant-sized shield made of white dragon scales (impressive but worthless)
A 2-foot-tall, 50-pound, chipped statuette of Thrym (the evil frost giant god) made of ice that doesn't melt (50 gp)
- An alchemy jug
An electrum chain with a bloodstone pendant (250 gp)
A carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp)
A 5-foot-tall, 150-pound silvery dragon egg that will hatch in 17 (3d10) days, giving birth to a silver dragon wyrmling

Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

3x Antitoxin
1x Holy Water
Mithral Armor
Armor (chain mail), uncommen
Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Quiver of Ehlonna
Wondrous item, uncommon
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.
Gray Bag of Tricks (again...)
Wondrous Item, Uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
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.

2025-03-07 19:00 DDHC-RotF 05 - Auril's Abode 32 10 Show

Teilnehmer:

(8) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none
(8) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none
(8) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none
(8) Frederick - Elric - Human - Wizard - none
(8) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ?

Loot:

Trident +2
Weapon (trident), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Professor Skant
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

2024-06-19 17:56 Character Build Show

Name: Osric Whisperwoods
.

Race: Stout Halfling
.

Background: Faction Agent
.

Level: 4 Twillight Cleric
.

HP (Class/Con): 23 + 12 + 8
.

AB Scores:
.

STR: 10
DEX: 14
CON: 15 (+1 from Race)
INT: 8
WIS: 15 (+2 from Race) (+1 from Shadow Touched)
CHA: 8
.

Feats: Shadow Touched
.

Proficiencies: Insight, Medicine, Survival, Perception
.

Languages: Common, Dwarvish, Goblin, Halfling
.

AL Feat and AL Magic Item at lvl 5: Tough / Amulet of the Devout +1 ab LVL 5
.

Starter Equipment (Standard Equipment):
.

Magic Items: