Sarak Steadyflesh Ariku
Ring Of Jumping,
Slippers of Spider Climbing,
Dust of Disappearance,
Gem of Brightness,
Mithral Plate Armor,
Wand of Binding
Log Entries
Date Played ▲ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2024-09-23 22:06 | Backstory | Show | ||||||
BackstorySarak Steadyflesh Ariku, a Goliath hailing from the hills of the eastern mountain range, was never a warrior or a hero, unlike many of his kin. He was practical, grounded, and, most importantly, a merchant with a talent for trade and negotiation. Sarak earned his title "Steadyflesh" from his remarkable calm in stressful situations—whether haggling for prices or traveling dangerous trade routes, he remained unshaken, always managing to walk away with the better deal. Sarak's business had been steady for years. He traded yarn from the mountains down to the lowlands and cities. He was well-known in the trading circles and even enjoyed a quiet renown among the human towns where he passed through. Sarak was a self-made figure who relied on his wits and hard work, far removed from the spiritualism or superstition of his fellow Goliaths who still clung to ancient traditions and elemental spirits. One night, while on a trading journey, Sarak found himself caught in a violent storm. The winds howled through the mountains, tearing at his tent and tossing his supplies across the rocky ground. His prized navigator’s tools—essential for charting safe paths through the treacherous hills—were broken, shattered beyond repair by the fierce winds and driving rain. The storm was unlike anything Sarak had ever seen, a chaotic fury that made even his steady nature falter. With no shelter in sight and the storm growing more dangerous by the minute, Sarak took refuge in a small rocky alcove, clutching his fur cloak around him to fend off the cold. In the night Sarak slept deeply, but his dreams were anything but peaceful. He found himself standing before a swirling void, its depths filled with dark, unknowable shapes. From this void came whispers—words he could not understand but felt deep in his bones. Suddenly, the void spat forth a massive weapon—a greatsword unlike any he had ever seen. Its blade seemed to shimmer and shift, as though made of starlight and shadow. When Sarak reached for it, the weapon felt heavy and powerful, yet unsettlingly familiar, as if it had always been a part of him. He woke suddenly, his heart pounding, only to find the greatsword clutched in his hand. The instant he became aware of it, the blade vanished into thin air, leaving no trace except for the lingering sensation of power coursing through him. At first, Sarak dismissed the experience as a trick of the mind—perhaps a result of the long journey or the stresses of trade. However, the dreams persisted, and each time, the greatsword returned, more real and vivid than before. It began to appear even when he was awake, summoned to his hand in moments of stress or danger. The greatsword always had the same form—massive, unearthly, and far too large for any normal merchant to wield. Yet, when Sarak held it, the weapon felt natural, as though it had been forged for him. Its presence disturbed him. Why would a simple yarn merchant be gifted with such power? And by whom? Sarak sought answers from every scholar, mystic, and priest he met along his trade routes. None could explain the nature of the blade, though many whispered of old gods and ancient pacts—powerful beings that chose mortals to serve them without their consent. Some believed that Sarak had been marked by one such entity, a Great Old One from beyond the stars. But why him? Why a merchant who traded in yarn, not blood or steel? Despite the unsettling nature of his newfound abilities, Sarak continues his trade, traveling from village to village, offering the finest yarns and fabrics to those who need them. However, rumors have begun to spread. Stories of the calm and collected Goliath who can summon a greatsword from the ether, a merchant who could be a warrior in disguise. Sarak himself remains pragmatic about his situation. Though he has no control over the mysterious patron who has chosen him, he has learned to wield the greatsword when necessary. He uses it to defend himself on dangerous roads or to intimidate those who might think a humble yarn merchant easy prey. Yet, deep down, Sarak knows that the weapon's appearance is not just a gift—it’s a sign. A connection has been made, and one day, the force behind it will demand something of him. Until then, he continues his life of trade, as steady and calm as ever, with the shadow of the greatsword always looming in his dreams. |
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2024-09-24 22:05 | Character Creation | Show | ||||||
Goliath: WarlockPersonality & BiographyAlignment: Chaotic Neutral Background: MerchantSkills: Animal Handling, Persuasion Ability ScoresMethode: Point Buy 27 Skills, Proficiencies & ACSaving Throws: Wisdom and Charisma Features, Feats & Traitsby Race: by Background: by Class: Prepared SpellsCantrips: 1st Level Starting Equipmentby Class: by Background (Merchant): Verkauf Kauf |
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2024-09-28 19:30 | DDAL05-10 Giant Diplomacy | 1 | 0 | 100 | 10 | Bracers of Archery, Ring Of Jumping | Show | |
Azan - Lord of Lions Bad Fruul - Riese - Böse Von Goblins angegriffen Pandi, die Regenbogen Hundekuh Bracers of Archery: While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Ring Of Jumping Requires Attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. 100 gold Defenders of Parnast. You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name. Greater Defenders of Parnast. You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services. Poition of Healing Poition of Greater Healing |
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2024-09-30 22:28 | DDHC-KftGV-04 Prisoner 13 | 0 | 1 | 912 | 10 | Slippers of Spider Climbing, Dust of Disappearance, Gem of Brightness, Mithral Plate Armor, Wand of Binding | Show | |
912gp/Person Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Dust of Disappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Gem of Brightness This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. Mithral Plate Armor 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. Wand of Binding This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. For the Golden Vault |
Date Played ▲ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2024-09-23 22:06 | Backstory | Show | ||||||
BackstorySarak Steadyflesh Ariku, a Goliath hailing from the hills of the eastern mountain range, was never a warrior or a hero, unlike many of his kin. He was practical, grounded, and, most importantly, a merchant with a talent for trade and negotiation. Sarak earned his title "Steadyflesh" from his remarkable calm in stressful situations—whether haggling for prices or traveling dangerous trade routes, he remained unshaken, always managing to walk away with the better deal. Sarak's business had been steady for years. He traded yarn from the mountains down to the lowlands and cities. He was well-known in the trading circles and even enjoyed a quiet renown among the human towns where he passed through. Sarak was a self-made figure who relied on his wits and hard work, far removed from the spiritualism or superstition of his fellow Goliaths who still clung to ancient traditions and elemental spirits. One night, while on a trading journey, Sarak found himself caught in a violent storm. The winds howled through the mountains, tearing at his tent and tossing his supplies across the rocky ground. His prized navigator’s tools—essential for charting safe paths through the treacherous hills—were broken, shattered beyond repair by the fierce winds and driving rain. The storm was unlike anything Sarak had ever seen, a chaotic fury that made even his steady nature falter. With no shelter in sight and the storm growing more dangerous by the minute, Sarak took refuge in a small rocky alcove, clutching his fur cloak around him to fend off the cold. In the night Sarak slept deeply, but his dreams were anything but peaceful. He found himself standing before a swirling void, its depths filled with dark, unknowable shapes. From this void came whispers—words he could not understand but felt deep in his bones. Suddenly, the void spat forth a massive weapon—a greatsword unlike any he had ever seen. Its blade seemed to shimmer and shift, as though made of starlight and shadow. When Sarak reached for it, the weapon felt heavy and powerful, yet unsettlingly familiar, as if it had always been a part of him. He woke suddenly, his heart pounding, only to find the greatsword clutched in his hand. The instant he became aware of it, the blade vanished into thin air, leaving no trace except for the lingering sensation of power coursing through him. At first, Sarak dismissed the experience as a trick of the mind—perhaps a result of the long journey or the stresses of trade. However, the dreams persisted, and each time, the greatsword returned, more real and vivid than before. It began to appear even when he was awake, summoned to his hand in moments of stress or danger. The greatsword always had the same form—massive, unearthly, and far too large for any normal merchant to wield. Yet, when Sarak held it, the weapon felt natural, as though it had been forged for him. Its presence disturbed him. Why would a simple yarn merchant be gifted with such power? And by whom? Sarak sought answers from every scholar, mystic, and priest he met along his trade routes. None could explain the nature of the blade, though many whispered of old gods and ancient pacts—powerful beings that chose mortals to serve them without their consent. Some believed that Sarak had been marked by one such entity, a Great Old One from beyond the stars. But why him? Why a merchant who traded in yarn, not blood or steel? Despite the unsettling nature of his newfound abilities, Sarak continues his trade, traveling from village to village, offering the finest yarns and fabrics to those who need them. However, rumors have begun to spread. Stories of the calm and collected Goliath who can summon a greatsword from the ether, a merchant who could be a warrior in disguise. Sarak himself remains pragmatic about his situation. Though he has no control over the mysterious patron who has chosen him, he has learned to wield the greatsword when necessary. He uses it to defend himself on dangerous roads or to intimidate those who might think a humble yarn merchant easy prey. Yet, deep down, Sarak knows that the weapon's appearance is not just a gift—it’s a sign. A connection has been made, and one day, the force behind it will demand something of him. Until then, he continues his life of trade, as steady and calm as ever, with the shadow of the greatsword always looming in his dreams. |
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2024-09-24 22:05 | Character Creation | Show | ||||||
Goliath: WarlockPersonality & BiographyAlignment: Chaotic Neutral Background: MerchantSkills: Animal Handling, Persuasion Ability ScoresMethode: Point Buy 27 Skills, Proficiencies & ACSaving Throws: Wisdom and Charisma Features, Feats & Traitsby Race: by Background: by Class: Prepared SpellsCantrips: 1st Level Starting Equipmentby Class: by Background (Merchant): Verkauf Kauf |
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2024-09-28 19:30 | DDAL05-10 Giant Diplomacy | 1 | 10 | Show | ||||
Azan - Lord of Lions Bad Fruul - Riese - Böse Von Goblins angegriffen Pandi, die Regenbogen Hundekuh Bracers of Archery: While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Ring Of Jumping Requires Attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. 100 gold Defenders of Parnast. You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name. Greater Defenders of Parnast. You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services. Poition of Healing Poition of Greater Healing |
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2024-09-30 22:28 | DDHC-KftGV-04 Prisoner 13 | 0 | 10 | Show | ||||
912gp/Person Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Dust of Disappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Gem of Brightness This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. Mithral Plate Armor 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. Wand of Binding This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. For the Golden Vault |
Date Played ▲ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2024-09-23 22:06 | Backstory | Show | ||||||
BackstorySarak Steadyflesh Ariku, a Goliath hailing from the hills of the eastern mountain range, was never a warrior or a hero, unlike many of his kin. He was practical, grounded, and, most importantly, a merchant with a talent for trade and negotiation. Sarak earned his title "Steadyflesh" from his remarkable calm in stressful situations—whether haggling for prices or traveling dangerous trade routes, he remained unshaken, always managing to walk away with the better deal. Sarak's business had been steady for years. He traded yarn from the mountains down to the lowlands and cities. He was well-known in the trading circles and even enjoyed a quiet renown among the human towns where he passed through. Sarak was a self-made figure who relied on his wits and hard work, far removed from the spiritualism or superstition of his fellow Goliaths who still clung to ancient traditions and elemental spirits. One night, while on a trading journey, Sarak found himself caught in a violent storm. The winds howled through the mountains, tearing at his tent and tossing his supplies across the rocky ground. His prized navigator’s tools—essential for charting safe paths through the treacherous hills—were broken, shattered beyond repair by the fierce winds and driving rain. The storm was unlike anything Sarak had ever seen, a chaotic fury that made even his steady nature falter. With no shelter in sight and the storm growing more dangerous by the minute, Sarak took refuge in a small rocky alcove, clutching his fur cloak around him to fend off the cold. In the night Sarak slept deeply, but his dreams were anything but peaceful. He found himself standing before a swirling void, its depths filled with dark, unknowable shapes. From this void came whispers—words he could not understand but felt deep in his bones. Suddenly, the void spat forth a massive weapon—a greatsword unlike any he had ever seen. Its blade seemed to shimmer and shift, as though made of starlight and shadow. When Sarak reached for it, the weapon felt heavy and powerful, yet unsettlingly familiar, as if it had always been a part of him. He woke suddenly, his heart pounding, only to find the greatsword clutched in his hand. The instant he became aware of it, the blade vanished into thin air, leaving no trace except for the lingering sensation of power coursing through him. At first, Sarak dismissed the experience as a trick of the mind—perhaps a result of the long journey or the stresses of trade. However, the dreams persisted, and each time, the greatsword returned, more real and vivid than before. It began to appear even when he was awake, summoned to his hand in moments of stress or danger. The greatsword always had the same form—massive, unearthly, and far too large for any normal merchant to wield. Yet, when Sarak held it, the weapon felt natural, as though it had been forged for him. Its presence disturbed him. Why would a simple yarn merchant be gifted with such power? And by whom? Sarak sought answers from every scholar, mystic, and priest he met along his trade routes. None could explain the nature of the blade, though many whispered of old gods and ancient pacts—powerful beings that chose mortals to serve them without their consent. Some believed that Sarak had been marked by one such entity, a Great Old One from beyond the stars. But why him? Why a merchant who traded in yarn, not blood or steel? Despite the unsettling nature of his newfound abilities, Sarak continues his trade, traveling from village to village, offering the finest yarns and fabrics to those who need them. However, rumors have begun to spread. Stories of the calm and collected Goliath who can summon a greatsword from the ether, a merchant who could be a warrior in disguise. Sarak himself remains pragmatic about his situation. Though he has no control over the mysterious patron who has chosen him, he has learned to wield the greatsword when necessary. He uses it to defend himself on dangerous roads or to intimidate those who might think a humble yarn merchant easy prey. Yet, deep down, Sarak knows that the weapon's appearance is not just a gift—it’s a sign. A connection has been made, and one day, the force behind it will demand something of him. Until then, he continues his life of trade, as steady and calm as ever, with the shadow of the greatsword always looming in his dreams. |
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2024-09-24 22:05 | Character Creation | Show | ||||||
Goliath: WarlockPersonality & BiographyAlignment: Chaotic Neutral Background: MerchantSkills: Animal Handling, Persuasion Ability ScoresMethode: Point Buy 27 Skills, Proficiencies & ACSaving Throws: Wisdom and Charisma Features, Feats & Traitsby Race: by Background: by Class: Prepared SpellsCantrips: 1st Level Starting Equipmentby Class: by Background (Merchant): Verkauf Kauf |
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2024-09-28 19:30 | DDAL05-10 Giant Diplomacy | 1 | 100 | 10 | Bracers of Archery, Ring Of Jumping | Show | ||
Azan - Lord of Lions Bad Fruul - Riese - Böse Von Goblins angegriffen Pandi, die Regenbogen Hundekuh Bracers of Archery: While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Ring Of Jumping Requires Attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. 100 gold Defenders of Parnast. You have helped forge a treaty between the city of Parnast and the Ettin Gralm. Citizens will buy you a drink or meal and many toast to your name. Greater Defenders of Parnast. You have shown your selflessness time and again to the citizens of Parnast. While in Parnast, everyone opens their doors and pantries to you offering a 10% discount on goods and healing services. Poition of Healing Poition of Greater Healing |
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2024-09-30 22:28 | DDHC-KftGV-04 Prisoner 13 | 0 | 912 | 10 | Slippers of Spider Climbing, Dust of Disappearance, Gem of Brightness, Mithral Plate Armor, Wand of Binding | Show | ||
912gp/Person Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Dust of Disappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Gem of Brightness This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. Mithral Plate Armor 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. Wand of Binding This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. For the Golden Vault |