Adventure Logsheet
Fuzzy Hands PHB2024 Story Species: Tabaxi Size: medium Base Walk Speed: 30 ft. Ability Scores: STR: 8 DEX: 15 (+2) CON: 14 INT: 10 WIS: 15 (+1) CHA: 8 ASI: DEX (+2), WIS (+1) Class: Monk Proficiencies: Weapons: Simple weapons and Martial weapons that have the Light property Armor: none Tools: Cook`s Utensils Saving Throws: STR&DEX Skills: Acrobatics&Insight Starting Equipment: Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP Chosen (B) Background: Nomade (Costoum) Ability Scores: DEX & WIS Feat: Tough Skill Proficiencies: Medicine, Nature Tool Proficiencies: Woodcarver`s Tools Equipment: (A) Sickle, Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, Traveler’s Clothes, 30 GP; or (B) 50GP Chosen: (B) Equipment: Bought: Explorers Pack -10 GP Cook's Utensils -1GP Woodcarvers Tools -1GP Traveler's Clothes -2GP 2 Healing Potions -50GP
Loot +62,5 GP +10 DT Days Bear Fur Coat (Robe of Usefull Items) Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. Wooden Ladder (24 ft long) Riding Horse with a Riding Saddle 2 Mastiff Portable Ram 3x 4 Potions of Healing Bag of 100 GP Spellscroll of Call Lightning Spellscroll of Lesser Restoration Rowboat (12 ft long) Chardalyn Sword (Moon Touched Longsword) Item Flavor: "This sword is made from brittle Chardalyn infused with the icy wrath of an entire blizzard, every time the blade swings through the air an eery melody can be heard that has a striking resemblance with the Rime of a certain Frostmaiden." Minor Property: Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. Item Description: Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Chardalyn Lute (Instuments of the Bards: Fochlucan bandore) Item Flavor: "This intricate Lute is made out of chardalyn, when played it silently whispers dark and cold ideas into your mind, urging you to commit unspeakable things. Like building a snowman for example." Minor Property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Item Description: Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument Fochlucan bandore Entangle, Faerie Fire, Shillelagh, Speak with Animals
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Bought Potion of Pugilism Used Patch from Robe of Usefull Items fro 100 GP
Adventure Logsheet
Loot used Rowboat Patch Bead of Refreshment (x3) Eyes of the Eagle Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Minor Property: Gleaming This item never gets dirty. Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss. FOS-06 Story Award: Fist Still Burning You saved a member of the mercenary group "Flaming Fists". For that service, you may be able to call in a favour from them.
Loot Frostblood Rune (Bloodwell Vial +1) This old and ancient rune bears the giant rune of frost and seems to be filled with arcane energy that radiates outwards with a cold light. Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. Minor Property: Beacon, 10ft bright and 10ft dim magical light. Chardalyn Dagger (Sylvan Talon Dagger) This pristine dagger seems to be made out of black ice that radiates a cold aura and whispers dark thoughts into your head. Weapon (Dagger), Common (Requires Attunement) While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours. Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn. Minor Property: Guardian (+2 Initiative) Frost Brand Tattoo (Spellwrought Tattoo: Fireball) "It's a free fireball, what do you want more?!" -DM Source: Tasha's Cauldron of Everything Wondrous item (tattoo), rarity varies (Uncommon) Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
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Bought Pugilism Potion
Adventure Logsheet
Loot used 1 Potion of Healing Patch and Used 3 of them 2 Potion of Healing 1 Potion of Animal Friendship Heward's Handy Spice Pouch Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Mithral Splint Armor Armor (Splint Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance 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. Confident. The item helps you feel self-assured.
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Bought Potion of Pugilism
Loot used 1 Patch of Healing Potion +1 Anti Toxin**** +5Healer Kits 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. 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. 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. 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. 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. Eldritch Claw Tattoo Wondrous Item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Adventure Logsheet
Loot Potion of Psychic Resistance 5 sling bullets +1 Potion of growth The Soothsinger (Doss Lute) Wonderous Item, Uncommon (Requires attunement by a bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.
Loot Potions: Fire Breath Dust of Disaperence Feywild Shard Wonderous Item, Uncommon (Requires Attunement by a Sorcerer) This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn. This item is found in Tasha’s Cauldron of Everything. This shard is a portion of the fey power of the dryad Quercus, who gained a great deal of power in the domain of delight of Joquiet under the name of Zoe Grimalda. She forsook this power for a simple life as a tree nymph once again, and this shard represents the last vestige of Zoe Grimalda’s power. Talking Doll Wonderous Item, common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. The doll’s name is “Zoe Grimalda” which is a name of great importance in Joquiet and therefore any creature in possession of this doll has 5 more reputation than normal. This trait only functions while within the domain of delight of Joquiet. This item was stolen from The Tall Man. If you possess this item while in an adventure taking place in Joquiet, you owe The Tall Man a favor, and he has the right to curse you if you do not comply.
Loot Potions: Healing, Climbing Scrolls: Kleines Geschnitztes Karibu Amulet Artaaqs Mantel (Nature's Mantle) https://files.d20.io/images/452103819/aj0L12Nfx0VHOe8ITy8zWQ/med.png?1754842634 Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed. When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal. The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction. Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Elkhorn Scimitar (Moon-Touched Scimitar) https://files.d20.io/images/452101142/OEBuaOWVjBuiJUj57mdhlQ/med.png?1754841472 Weapon (Scimitar), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand. As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. Story Award: Atem des Nordpfads (positiv) Du hast an der Seite von Artaaq, dem Schutzgeist der Karibu, gestanden und die Herde vor dem sicheren Tod bewahrt. Seither spürst du seinen Atem im Wind, wenn du auf den Spuren von Tieren wanderst. Ein feiner, silbriger Nebelhauch umgibt deine Schritte, wenn du unter freiem Himmel reist. Manche Nomaden erkennen diesen Segen und behandeln dich mit Respekt.
Adventure Logsheet
Loot Potions: Hill Giants Strenght Scrolls: Heartshell Amulet (Periapt of Health) https://files.d20.io/images/445052770/zNM2LYEss8FhxnxE9GYYag/med.png?1749982617 Wondrous tem, Uncommon (Requires Attunement) A delicate, heart-shaped shell amulet shimmers in soft pink tones. Fine grooves run like waves across its surface. It hangs from a band of softly woven seal hair, interspersed with small pearls and miniature shells. When held in the hand, it feels warm – like a ray of sunshine on salt-soaked skin. Some say it whispers in the breeze of the sound of distant shores. While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. Minor Propetie: Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. Chardalyn-Harpune (Silvered Spear) https://files.d20.io/images/445056484/bUD2k0HOZ_2OEkC2DgX4dg/med.png?1749984840 Weapon (Spear), Common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm. Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light Story Award: Küss das Walross Es heißt, wer einem sprechenden Walross das Herz rettet, hinterlässt Spuren im Eis – und im Lied der Meere. Ihr habt die Dankbarkeit von Yll’Guun, dem Kind des Robengeistes, gewonnen. Durch eure Entscheidung, dem gequälten Liebesbullen Yll’Guun zu helfen, habt ihr euch nicht nur als fähige Jäger, sondern auch als Retter eines uralten Tiergeisteserbes erwiesen. Der skurrile, sentimentale Walrossdichter hat euer Handeln nicht vergessen – und in seinem melodischen Gebrüll hallen nun eure Namen über die gefrorenen Seen. Ob das für euch Positiv ist, ist noch zu sehen, doch ihr habt zumindest schon mal einen "Barden" der über euch "singt". Dieser Story Award kann in den Abenteuern von TFContN interessante Begegnungen hervorufen.
Loot Potions: Scrolls: Snowglobe of Mind Shielding (Ring of Mind Shielding) "This intricate arcane contraption seems to trap the soul of its bearer in case they die an untimely death. The Snowglobe seems to provide a rudimentary plane for the soul which takes form of a little landscape shrouded in eternal winter, a little almost frozen lake as well as a nice cottage. The inhabitant of this plane can summon most mundane items and make modifications to the landscape but those items can never be brought outside of this plane as they are just an mental projection." "The Snowglobe is currently occupied by the soul of Bran Featherwood, an powerful mage that is fairly happy having achieved somewhat immortality and having not to worry about the Rime of the Frostmaiden at all. If left alive he happily chats with the bearer of the Snowglobe and provides help and insight into arcane matters if needed because in his own words "I have nothing better to do inside here.". Bran Featherwood has an +6 to Arcana and History (Mage Stat Block) and with the allowance of the DM can help with skill checks. Furthermore he uses his magic talents to protect the bearer of the Snowglobe from unwanted intrusions into their minds. The Snowglobe is also able to detect elementals, if an elemental is near it the blizzard inside the globe intensifies by tenfold." Chardalyn Staff (Staff of Flowers) "This staff was made from pure Chardalyn, an icy crystal with immense magical powers. The staff can be used to channel arcane spells as usual but when fed with the blood of its wielder the staff is able to grow a field of beautiful Chardalyn flowers around itself looking like lilies, while the stem of those flowers seem to be made of clear blue Chardalyn the petals take instead on the color of the sacrificed blood. The big Chardalyn Crystal that adornes the staff also gives off a faint ghostly magical glow." Chardalyn Crstal (3 Spellwrought Tattoos / Frost Fingers / Ice Knife / Inflict Wounds) "This brittle crystal made of Chardalyn can be crushed in the hand, icy sharp shards pierce the skin of the wielder and infuses them with unholy magics. The most common symptom of such Chardalyn use are blackened veins especially in the region, in this case the arm, where it was crushed or administered."
Loot Potions: Scrolls: Bloodfang Corundum (Red Corundum Elemental Gem) Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. "An irregularly cut red gem, barely larger than a wolf's paw. Something seems to throb within—like flames forming the outline of a wolf. The surface is cracked, as if claws had been pressed into the stone. Holding it, one feels a dull heartbeat and the distant echo of a howling pack." Usable once. Breaking the gem summons a fire elemental. In this variant, it appears not as an amorphous flame creature, but as a giant, fiery wolf, its fur composed of lava veins and its eyes glowing like burning coals. It obeys the summoner's commands as usual—but it behaves like a predator: howling when attacking, hunting with leaps and flaming bites. Fluff Effects: Near blood or fresh flesh, the stone begins to pulse faintly. In the firelight, a wolf's mouth is clearly visible, opening and closing at the stone's core. When broken, a bloodcurdling howl is heard before the fire wolf bursts forth from the shards. 🐺❄ Story Award: Witnesses to the Northgaze "You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North." The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient. You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north. Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess. 🎲 Effect: One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard). Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily. Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation. 🐾❄ Story Award: Hunter of Purity "You have erased the trail of blood and fanaticism—and made the North a little safer." You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily. Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection. 🎲 Effect: One-time: Advantage on one Survival check related to hunting, tracking, or tracking. You enjoy reputation among Malar's enemies, who are more likely to be sympathetic to you. Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.