Sarak Steadyflesh Ariku

Season:
Forgotten Realms 2024
Race:
Goliath
Class:
Warlock 1
Background:
Merchant
Lifestyle:
Modest
Current Level:
2
ACP to Level:
4.0
Total GP:
1012
Total Downtime:
30
Tag:
Forgotten Realms
Faction:
None
Renown Rank:
Novice (rank 1)
Total Renown:
0
Treasure CPs:
0/0/0/0
Bracers of Archery,
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
2024-09-24 22:05 Character Creation Show

Sarak Steadyflesh Ariku

Goliath: Warlock

Personality & Biography

Alignment: Chaotic Neutral
Worshipped Deity: Not known now
Faction: None
Characteristics: vgl. Character Sheet
Short Biography: vgl. Character Sheet

Background: Merchant

Skills: Animal Handling, Persuasion
Tool Proficiencies: Navigator’s Tools
Ability Scores: Constitution, Intelligence, Charisma
Feat: Lucky
Equipment: Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP

Ability Scores

Methode: Point Buy 27
Strength: 13
Dexterity: 14
Constitution: 14 (inkl. +1 Merchant)
Intelligence: 9
Wisdom: 8
Charisma: 17 (inkl. +2 Merchant)

Skills, Proficiencies & AC

Saving Throws: Wisdom and Charisma
Skills: Investigation, History, Animal Handling, Persuasion
Tools: Navigator’s Tools
Languages: Common,
Armor: Light Armor
Armor Class (inkl. allem): -8
Weapons: Simple Weapons

Features, Feats & Traits

by Race:
- Hill’s Tumble (Hill Giant): When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Powerful Build: You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

by Background:
- Lucky

by Class:
- Eldritch Invocation
- Pact Magic
- Eldritch Invocation - Pact of the Blade

Prepared Spells

Cantrips:
- Eldritch Blast
- Minor Illusion

1st Level
- Armor of Agathys
- Hex

Starting Equipment

by Class:
- Leather Armor
- Sickle
- 2 Daggers
- Arcane Focus (orb)
- Book (occult lore)
- Scholar’s Pack
- 15 GP

by Background (Merchant):
- Navigator’s Tools
- 2 Pouches
- Traveler’s Clothes
- 22 GP

Verkauf
- Navigator's Tools --> + 12 GP 50 SP
- Leather Armor --> + 5 GP
- Sickle --> 50 SP
- 2 Dagger --> 2 GP

Kauf
- Studded Leather Armor --> -45 GP
- Bedroll --> -1 gp

2024-09-23 22:06 Backstory Show

Backstory

Sarak 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.

2024-09-28 19:30 DDAL05-10 Giant Diplomacy 1 0 100 10 Bracers of Archery, Ring Of Jumping Show

Azan - Lord of Lions
Taverne (Name IDK) - Parnast

Bad Fruul - Riese - Böse
Gralm - Riese - Stoffe für Bett
Feen im Wald -

Von Goblins angegriffen

Pandi, die Regenbogen Hundekuh

Bracers of Archery:
Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ring Of Jumping
Ring, uncommon

Requires Attunement
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

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

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
20x Healers Kit
5x Antitoxin


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

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
Wondrous item, uncommon

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
Wondrous item, uncommon

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.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.


Mithral Plate Armor
Armor (medium or heavy, but not hide), uncommon

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
Wand, rare (requires attunement by a spellcaster)

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
If the characters are working for the Golden Vault, they must deliver the key to Varrin Axebreaker. Once they do, the organization rewards the characters with a rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day.
DMG, Tashas Cauldron, Xanathars Guide
Kein Stat Increase Item

Date Played Adventure Title Tier ▲ Session ACP TCP Downtime Renown
2024-09-24 22:05 Character Creation Show

Sarak Steadyflesh Ariku

Goliath: Warlock

Personality & Biography

Alignment: Chaotic Neutral
Worshipped Deity: Not known now
Faction: None
Characteristics: vgl. Character Sheet
Short Biography: vgl. Character Sheet

Background: Merchant

Skills: Animal Handling, Persuasion
Tool Proficiencies: Navigator’s Tools
Ability Scores: Constitution, Intelligence, Charisma
Feat: Lucky
Equipment: Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP

Ability Scores

Methode: Point Buy 27
Strength: 13
Dexterity: 14
Constitution: 14 (inkl. +1 Merchant)
Intelligence: 9
Wisdom: 8
Charisma: 17 (inkl. +2 Merchant)

Skills, Proficiencies & AC

Saving Throws: Wisdom and Charisma
Skills: Investigation, History, Animal Handling, Persuasion
Tools: Navigator’s Tools
Languages: Common,
Armor: Light Armor
Armor Class (inkl. allem): -8
Weapons: Simple Weapons

Features, Feats & Traits

by Race:
- Hill’s Tumble (Hill Giant): When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Powerful Build: You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

by Background:
- Lucky

by Class:
- Eldritch Invocation
- Pact Magic
- Eldritch Invocation - Pact of the Blade

Prepared Spells

Cantrips:
- Eldritch Blast
- Minor Illusion

1st Level
- Armor of Agathys
- Hex

Starting Equipment

by Class:
- Leather Armor
- Sickle
- 2 Daggers
- Arcane Focus (orb)
- Book (occult lore)
- Scholar’s Pack
- 15 GP

by Background (Merchant):
- Navigator’s Tools
- 2 Pouches
- Traveler’s Clothes
- 22 GP

Verkauf
- Navigator's Tools --> + 12 GP 50 SP
- Leather Armor --> + 5 GP
- Sickle --> 50 SP
- 2 Dagger --> 2 GP

Kauf
- Studded Leather Armor --> -45 GP
- Bedroll --> -1 gp

2024-09-23 22:06 Backstory Show

Backstory

Sarak 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.

2024-09-28 19:30 DDAL05-10 Giant Diplomacy 1 10 Show

Azan - Lord of Lions
Taverne (Name IDK) - Parnast

Bad Fruul - Riese - Böse
Gralm - Riese - Stoffe für Bett
Feen im Wald -

Von Goblins angegriffen

Pandi, die Regenbogen Hundekuh

Bracers of Archery:
Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ring Of Jumping
Ring, uncommon

Requires Attunement
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

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

2024-09-30 22:28 DDHC-KftGV-04 Prisoner 13 0 10 Show

912gp/Person
20x Healers Kit
5x Antitoxin


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

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
Wondrous item, uncommon

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
Wondrous item, uncommon

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.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.


Mithral Plate Armor
Armor (medium or heavy, but not hide), uncommon

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
Wand, rare (requires attunement by a spellcaster)

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
If the characters are working for the Golden Vault, they must deliver the key to Varrin Axebreaker. Once they do, the organization rewards the characters with a rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day.
DMG, Tashas Cauldron, Xanathars Guide
Kein Stat Increase Item

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2024-09-24 22:05 Character Creation Show

Sarak Steadyflesh Ariku

Goliath: Warlock

Personality & Biography

Alignment: Chaotic Neutral
Worshipped Deity: Not known now
Faction: None
Characteristics: vgl. Character Sheet
Short Biography: vgl. Character Sheet

Background: Merchant

Skills: Animal Handling, Persuasion
Tool Proficiencies: Navigator’s Tools
Ability Scores: Constitution, Intelligence, Charisma
Feat: Lucky
Equipment: Navigator’s Tools, 2 Pouches, Traveler’s Clothes, 22 GP

Ability Scores

Methode: Point Buy 27
Strength: 13
Dexterity: 14
Constitution: 14 (inkl. +1 Merchant)
Intelligence: 9
Wisdom: 8
Charisma: 17 (inkl. +2 Merchant)

Skills, Proficiencies & AC

Saving Throws: Wisdom and Charisma
Skills: Investigation, History, Animal Handling, Persuasion
Tools: Navigator’s Tools
Languages: Common,
Armor: Light Armor
Armor Class (inkl. allem): -8
Weapons: Simple Weapons

Features, Feats & Traits

by Race:
- Hill’s Tumble (Hill Giant): When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Powerful Build: You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

by Background:
- Lucky

by Class:
- Eldritch Invocation
- Pact Magic
- Eldritch Invocation - Pact of the Blade

Prepared Spells

Cantrips:
- Eldritch Blast
- Minor Illusion

1st Level
- Armor of Agathys
- Hex

Starting Equipment

by Class:
- Leather Armor
- Sickle
- 2 Daggers
- Arcane Focus (orb)
- Book (occult lore)
- Scholar’s Pack
- 15 GP

by Background (Merchant):
- Navigator’s Tools
- 2 Pouches
- Traveler’s Clothes
- 22 GP

Verkauf
- Navigator's Tools --> + 12 GP 50 SP
- Leather Armor --> + 5 GP
- Sickle --> 50 SP
- 2 Dagger --> 2 GP

Kauf
- Studded Leather Armor --> -45 GP
- Bedroll --> -1 gp

2024-09-23 22:06 Backstory Show

Backstory

Sarak 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.

2024-09-28 19:30 DDAL05-10 Giant Diplomacy 1 100 10 Bracers of Archery, Ring Of Jumping Show

Azan - Lord of Lions
Taverne (Name IDK) - Parnast

Bad Fruul - Riese - Böse
Gralm - Riese - Stoffe für Bett
Feen im Wald -

Von Goblins angegriffen

Pandi, die Regenbogen Hundekuh

Bracers of Archery:
Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ring Of Jumping
Ring, uncommon

Requires Attunement
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

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

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
20x Healers Kit
5x Antitoxin


Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

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
Wondrous item, uncommon

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
Wondrous item, uncommon

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.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.


Mithral Plate Armor
Armor (medium or heavy, but not hide), uncommon

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
Wand, rare (requires attunement by a spellcaster)

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
If the characters are working for the Golden Vault, they must deliver the key to Varrin Axebreaker. Once they do, the organization rewards the characters with a rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day.
DMG, Tashas Cauldron, Xanathars Guide
Kein Stat Increase Item