Show Log Entry
Adventure Title
FR-DC-JIBEA When Names Fade Away
FR-DC-JIBEA When Names Fade Away
Session
1
1
Date Played
2025-09-19 20:00:00 UTC
2025-09-19 20:00:00 UTC
Levels Gained
GP +/-
10000
10000
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
982345456
982345456
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (16) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 16 - OotG (16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave 16 - Echo - Okada Shun - Tashas Custom Lineage - 3 Genie Warlock - 4 Divine Soul Sorcerer - 9 Bladesinger Wizard - Lords Alliance 14 - Robert P. - Vistra Steelfist - Dwarf - Death Cleric 14 - Zhentarim (16) Bramymond - Prof. Alastor - Human - Conguration Wizard lvl 16 - Harper/Candle Ceep ------------------------------------------------------------------------------------------------------------------------------------------ Info: An diejenigen mit nachgewiesenen Verdiensten, Kraft meiner Befugnisse als Lord Protector von Neverwinter fordere ich, Dagult Neverember, Sie auf, sich unverzüglich in der Audienzhalle der Castle Never einzufinden. Seit mehr als drei Wochen erheben sich die Toten in Scharen gegen unsere Schutzzauber. Sie sind unnatürlich stark, schnell und unempfindlich gegenüber heiligen Ritualen. Meine Hauptleute haben ihren Marsch bis zu einem Einsturz unterhalb des Bluelake zurückverfolgt, aber die dorthin entsandten Trupps sind nicht zurückgekehrt. Was uns fehlt, ist nicht Mut, sondern Spezialisten – Augen, die die Dunkelheit durchschauen können, und Hände, die eine Wurzel herausschneiden können, ohne die Stadt zu zerstören. Sie werden sich nach Erhalt dieses Schreibens zu mir begeben. Wenn Sie dazu bereit sind, werden Sie hinabsteigen, die Quelle identifizieren und Beweise zurückbringen, die ausreichen, um die Debatte zu beenden und mit der Abhilfe zu beginnen. Ich bitte um Fakten – einen Namen, ein Zeichen, ein Verfahren – keine Gerüchte. Die Zeit ist nicht unser Verbündeter. Wenn innerhalb von vier Tagen keine Fortschritte erzielt werden, müssen die inneren Tore bei Einbruch der Dunkelheit geschlossen werden und diejenigen, die sich außerhalb befinden, müssen sich selbst durchschlagen. Ich werde nicht zulassen, dass diese Stadt ihren eigenen Namen vergisst. Erscheint unverzüglich. Dieser Brief dient sowohl als Vorladung als auch als Versprechen, dass ihr, solange ihr in gutem Glauben und zur Verteidigung von Neverwinter handelt, mein Geld, mein Siegel und meinen Schutz erhalten werdet. — Dagult Neverember Lord Protector of Neverwinter ------------------------------------------------------------------------------------------------------------------------------------------ Chanelle Hallwinter, eine Heldin von Neverwinter, Paladina of Helm 200 Jahre verstorben nach Schlacht gegen Drakolich. ------------------------------------------------------------------------------------------------------------------------------------------ Okada (Echo) castede die Wish spell Scroll und ich wünschte mir Force. Okada (Echo) kauft und schenkt Raia eine passende Plate Barding für Twiglithwings. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 10000gp ------------------------------------------------------------------------------------------------------------------------------------------ Trinket: Dried Ink Tear. Looks like a black teardrop; stains anything it touches. Trinket: Tongue of Clay. A sculpted clay tongue inscribed with silent prayers. Trinket: Gilded Sabrefang. A single gold-plated fang; still sharp. ------------------------------------------------------------------------------------------------------------------------------------------ The Pupil of the Forgotten (Ersatz Eye) - Purified Wondrous item, common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive. https://files.d20.io/images/460801635/cC6Vh9QiLYwS-P68bHB4wA/med.png?1760829377 Guardian. A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated). Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish. Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen. Cosmetic Manifestations (choose 1–2). - When you focus, a faint ink ring halos the iris for a heartbeat. - In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light. Whispers & Quirks (narrative only). - Mirrors sometimes blur written names behind you. - Cats and ravens seem unusually interested in your new eye. ------------------------------------------------------------------------------------------------------------------------------------------ Scribe’s Chime of Unsealing (Chime of Opening) Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error. Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck. How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger. Quirks (cosmetic only). - While the tone rings, nearby writing straightens as if proofread. - Keys on your belt vibrate faintly in harmony. - If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill). Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations. ------------------------------------------------------------------------------------------------------------------------------------------ Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) Shield (shield), very rare (requires attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn. War Leader. You plant the rim and speak; Helm’s gauntlet glows, shaping your voice into a clear command that carries six hundred feet through wind and stone. To allies it sounds like a captain’s call; to foes, a gate slamming shut. https://files.d20.io/images/460717884/w8W_wix76-Cg9bcknWF7LA/med.png?1760794355 Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold. Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone. Inscription (inner boss). “Stand. See. Suffer not the innocent to fall.” — C. Hallwinter Attunement Rite (flavor only). Kneel, rest the shield upright, and lay your palm in the gauntlet. Speak any vow of watchfulness. The studs glow soft silver, and a calm pressure settles over your chest like a mailed hand. Hallwinter’s Legacy " Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil." - Neverwinter’s heroine. Chanelle Hallwinter held the Blacklake line for three nights while citizens evacuated to the Enclave. Witnesses said she never blinked—the visor of her helm down, the hand of Helm “resting” on her shoulder. - Helm’s sign. When a creature threatens a protected ally, a faint eye-slit of light appears across the shield’s gauntlet. Table manifestations: - When you succeed on a save, the sound of a gate bar dropping echoes softly. - While you maintain the Protective Field, motes of silver dust drift like snow and melt on the dome. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Helm’s Last Vigil (Sanctuary of Helm’s Hold) Trigger: The party returns the fallen relics (e.g., Aegis of Hallwinter) to Helm’s Hold, protects civilians, or upholds a public vigil during a surge. Award: The clergy declare the characters Vigil-Companions of Helm. (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks: - Sanctuary Rights: Free modest lodging and basic healing at Helm’s Hold; lesser restoration once per week per party at no cost. - Stand the Line: Once per long rest, when you interpose to defend an ally within 5 feet (you place yourself between danger and them), you gain +1d4 to a single saving throw made before the start of your next turn. - Honor Guard: A devoted acolyte-squire (commoner with acolyte spellcasting or a guard stat block flavored as a squire) can accompany you on city missions. Ongoing Complications: - Moral Expectations: The temple may call in favors—escort a refugee column, hold a gate, testify against a corrupt warden. - Tempered Mercy: Abusing sanctuary (hiding criminals, extorting aid) will see the title suspended until atonement. Roleplay Beats: Temple bells soften as you enter; grieving families seek your word; Helm’s faithful offer calm, disciplined respect. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Patent of Land & Watch-Knighthood Trigger: Die Charaktere liefern Beweise für die Quelle unter Blacklake und unterstützen die Verteidigung der Stadt maßgeblich. Award: Per Dekret gewährt Lord Neverember jedem Helden (oder der Gruppe insgesamt) ein Landpatent am Rande der Stadt und erhebt sie zu Rittern von Neverwinter (mit einem Status, der hinsichtlich der Autorität dem eines Wachkapitäns entspricht). (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks (pick what fits): - Authority: (DM Discretion/Only in Neverwinter) In emergencies, you can lawfully command a squad of city guards (4 Knights + 1 Questing Knight) for one scene. - Stronghold Hook: The granted parcel includes a damaged watch-villa (or manor) suitable for a base; repairs cost time/coin but create a recruitable staff and a safehouse. Ongoing Complications (optional): - Political Rivals: A noble family claims the land was theirs; expect intrigue, petitions, or a duel by proxy. - Captain’s Burden: If riots surge or wards fail, you’re expected to respond—ignoring calls harms reputation. Roleplay Beats: Guards salute; captains defer in the field; commoners ask for protection or judgment. Neverember will expect reports in crisp, factual letters. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** The City Remembers (Restored Names) Trigger: You bring back decisive evidence (pages from the Codex, a broken Vecnan charm, ooze-resin in a sanctified jar) allowing scribes and priests to reverse erasures in civic ledgers and temple rolls. Award: A civic proclamation credits the party with restoring Neverwinter’s memory. (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks: - Clean Ledger: Each hero can remove or amend one bureaucratic burden (old warrant, predatory debt, lost license) with official backing. - Stacks & Secrets: Access to restricted archives for research in the House of Knowledge; advantage on Investigation checks made to research Neverwinter-specific lore. - Civic Favor Die: Once per day while inside Neverwinter, one party member may add a d6 to a single Persuasion or Insight check made with a city official, clerk, or watch officer (declare after the roll, before outcome). - Festival of Names: During a public ceremony, the party receives citywide free lodging and half-price mundane services for one month; a small plaza plaque bears your names. Ongoing Complications: - Counter-Narrative: A rival faction spreads rumors that you edited the records for personal gain—expect smear leaflets or a debating inquiry. - Living Footnotes: Survivors whose lives were “restored” may seek you out—gratitude, claims, or uncomfortable truths. Roleplay Beats: Shopkeepers remember your tab—and your kindness; clerks wave you ahead in queues; street kids chant your names like a rhyme. ------------------------------------------------------------------------------------------------------------------------------------------ **Blessing of the Shrouded Ledger** (Blessing of Magic Resistance) You have Advantage on saving throws against spells and other magical effects. https://files.d20.io/images/460651353/-iiBrz9aJJ2r00ncODc-Ig/med.png?1760745415 Source/Aspect. Vecna edits your fate line so hostile magic “can’t find the entry.” Look/Mark. A faint, ruler-straight scar appears across one eyelid (or over the heart), ending in a tiny knot shaped like a slashed eye. When magic targets you, the mark darkens like wet ink, then fades. Omen. In moments of danger you hear a page turn and feel the world hesitate, as if someone just crossed out a sentence about you. Manifestations (cosmetic, choose 1–2): - Enemy sigils aimed at you smear into blotted text before striking. - Your pupils momentarily become ink-black when you resist magic. Roleplay Prompts. - You instinctively look for footnotes or loopholes in speeches, laws, and spells. - You dislike speaking your true name aloud; it feels like handing over a page number. - You feel compelled to keep a small index of every spell you’ve endured. ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (16) Arikatzi020 - Raya Lightshield - Aasimar - Paladin of the Crown lvl 16 - OotG (16) Karrakasz - Pether - Goliath - World Tree Barbarian 16 - Emerald Enclave 16 - Echo - Okada Shun - Tashas Custom Lineage - 3 Genie Warlock - 4 Divine Soul Sorcerer - 9 Bladesinger Wizard - Lords Alliance 14 - Robert P. - Vistra Steelfist - Dwarf - Death Cleric 14 - Zhentarim (16) Bramymond - Prof. Alastor - Human - Conguration Wizard lvl 16 - Harper/Candle Ceep ------------------------------------------------------------------------------------------------------------------------------------------ Info: An diejenigen mit nachgewiesenen Verdiensten, Kraft meiner Befugnisse als Lord Protector von Neverwinter fordere ich, Dagult Neverember, Sie auf, sich unverzüglich in der Audienzhalle der Castle Never einzufinden. Seit mehr als drei Wochen erheben sich die Toten in Scharen gegen unsere Schutzzauber. Sie sind unnatürlich stark, schnell und unempfindlich gegenüber heiligen Ritualen. Meine Hauptleute haben ihren Marsch bis zu einem Einsturz unterhalb des Bluelake zurückverfolgt, aber die dorthin entsandten Trupps sind nicht zurückgekehrt. Was uns fehlt, ist nicht Mut, sondern Spezialisten – Augen, die die Dunkelheit durchschauen können, und Hände, die eine Wurzel herausschneiden können, ohne die Stadt zu zerstören. Sie werden sich nach Erhalt dieses Schreibens zu mir begeben. Wenn Sie dazu bereit sind, werden Sie hinabsteigen, die Quelle identifizieren und Beweise zurückbringen, die ausreichen, um die Debatte zu beenden und mit der Abhilfe zu beginnen. Ich bitte um Fakten – einen Namen, ein Zeichen, ein Verfahren – keine Gerüchte. Die Zeit ist nicht unser Verbündeter. Wenn innerhalb von vier Tagen keine Fortschritte erzielt werden, müssen die inneren Tore bei Einbruch der Dunkelheit geschlossen werden und diejenigen, die sich außerhalb befinden, müssen sich selbst durchschlagen. Ich werde nicht zulassen, dass diese Stadt ihren eigenen Namen vergisst. Erscheint unverzüglich. Dieser Brief dient sowohl als Vorladung als auch als Versprechen, dass ihr, solange ihr in gutem Glauben und zur Verteidigung von Neverwinter handelt, mein Geld, mein Siegel und meinen Schutz erhalten werdet. — Dagult Neverember Lord Protector of Neverwinter ------------------------------------------------------------------------------------------------------------------------------------------ Chanelle Hallwinter, eine Heldin von Neverwinter, Paladina of Helm 200 Jahre verstorben nach Schlacht gegen Drakolich. ------------------------------------------------------------------------------------------------------------------------------------------ Okada (Echo) castede die Wish spell Scroll und ich wünschte mir Force. Okada (Echo) kauft und schenkt Raia eine passende Plate Barding für Twiglithwings. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 10000gp ------------------------------------------------------------------------------------------------------------------------------------------ Trinket: Dried Ink Tear. Looks like a black teardrop; stains anything it touches. Trinket: Tongue of Clay. A sculpted clay tongue inscribed with silent prayers. Trinket: Gilded Sabrefang. A single gold-plated fang; still sharp. ------------------------------------------------------------------------------------------------------------------------------------------ The Pupil of the Forgotten (Ersatz Eye) - Purified Wondrous item, common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive. https://files.d20.io/images/460801635/cC6Vh9QiLYwS-P68bHB4wA/med.png?1760829377 Guardian. A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated). Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish. Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen. Cosmetic Manifestations (choose 1–2). - When you focus, a faint ink ring halos the iris for a heartbeat. - In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light. Whispers & Quirks (narrative only). - Mirrors sometimes blur written names behind you. - Cats and ravens seem unusually interested in your new eye. ------------------------------------------------------------------------------------------------------------------------------------------ Scribe’s Chime of Unsealing (Chime of Opening) Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error. Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck. How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger. Quirks (cosmetic only). - While the tone rings, nearby writing straightens as if proofread. - Keys on your belt vibrate faintly in harmony. - If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill). Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations. ------------------------------------------------------------------------------------------------------------------------------------------ Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) Shield (shield), very rare (requires attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn. War Leader. You plant the rim and speak; Helm’s gauntlet glows, shaping your voice into a clear command that carries six hundred feet through wind and stone. To allies it sounds like a captain’s call; to foes, a gate slamming shut. https://files.d20.io/images/460717884/w8W_wix76-Cg9bcknWF7LA/med.png?1760794355 Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold. Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone. Inscription (inner boss). “Stand. See. Suffer not the innocent to fall.” — C. Hallwinter Attunement Rite (flavor only). Kneel, rest the shield upright, and lay your palm in the gauntlet. Speak any vow of watchfulness. The studs glow soft silver, and a calm pressure settles over your chest like a mailed hand. Hallwinter’s Legacy " Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil." - Neverwinter’s heroine. Chanelle Hallwinter held the Blacklake line for three nights while citizens evacuated to the Enclave. Witnesses said she never blinked—the visor of her helm down, the hand of Helm “resting” on her shoulder. - Helm’s sign. When a creature threatens a protected ally, a faint eye-slit of light appears across the shield’s gauntlet. Table manifestations: - When you succeed on a save, the sound of a gate bar dropping echoes softly. - While you maintain the Protective Field, motes of silver dust drift like snow and melt on the dome. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Helm’s Last Vigil (Sanctuary of Helm’s Hold) Trigger: The party returns the fallen relics (e.g., Aegis of Hallwinter) to Helm’s Hold, protects civilians, or upholds a public vigil during a surge. Award: The clergy declare the characters Vigil-Companions of Helm. (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks: - Sanctuary Rights: Free modest lodging and basic healing at Helm’s Hold; lesser restoration once per week per party at no cost. - Stand the Line: Once per long rest, when you interpose to defend an ally within 5 feet (you place yourself between danger and them), you gain +1d4 to a single saving throw made before the start of your next turn. - Honor Guard: A devoted acolyte-squire (commoner with acolyte spellcasting or a guard stat block flavored as a squire) can accompany you on city missions. Ongoing Complications: - Moral Expectations: The temple may call in favors—escort a refugee column, hold a gate, testify against a corrupt warden. - Tempered Mercy: Abusing sanctuary (hiding criminals, extorting aid) will see the title suspended until atonement. Roleplay Beats: Temple bells soften as you enter; grieving families seek your word; Helm’s faithful offer calm, disciplined respect. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** Patent of Land & Watch-Knighthood Trigger: Die Charaktere liefern Beweise für die Quelle unter Blacklake und unterstützen die Verteidigung der Stadt maßgeblich. Award: Per Dekret gewährt Lord Neverember jedem Helden (oder der Gruppe insgesamt) ein Landpatent am Rande der Stadt und erhebt sie zu Rittern von Neverwinter (mit einem Status, der hinsichtlich der Autorität dem eines Wachkapitäns entspricht). (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks (pick what fits): - Authority: (DM Discretion/Only in Neverwinter) In emergencies, you can lawfully command a squad of city guards (4 Knights + 1 Questing Knight) for one scene. - Stronghold Hook: The granted parcel includes a damaged watch-villa (or manor) suitable for a base; repairs cost time/coin but create a recruitable staff and a safehouse. Ongoing Complications (optional): - Political Rivals: A noble family claims the land was theirs; expect intrigue, petitions, or a duel by proxy. - Captain’s Burden: If riots surge or wards fail, you’re expected to respond—ignoring calls harms reputation. Roleplay Beats: Guards salute; captains defer in the field; commoners ask for protection or judgment. Neverember will expect reports in crisp, factual letters. ------------------------------------------------------------------------------------------------------------------------------------------ **Story Award:** The City Remembers (Restored Names) Trigger: You bring back decisive evidence (pages from the Codex, a broken Vecnan charm, ooze-resin in a sanctified jar) allowing scribes and priests to reverse erasures in civic ledgers and temple rolls. Award: A civic proclamation credits the party with restoring Neverwinter’s memory. (!!!Mechanical Features are DM Discretion, but Flavor is free!!!) Perks: - Clean Ledger: Each hero can remove or amend one bureaucratic burden (old warrant, predatory debt, lost license) with official backing. - Stacks & Secrets: Access to restricted archives for research in the House of Knowledge; advantage on Investigation checks made to research Neverwinter-specific lore. - Civic Favor Die: Once per day while inside Neverwinter, one party member may add a d6 to a single Persuasion or Insight check made with a city official, clerk, or watch officer (declare after the roll, before outcome). - Festival of Names: During a public ceremony, the party receives citywide free lodging and half-price mundane services for one month; a small plaza plaque bears your names. Ongoing Complications: - Counter-Narrative: A rival faction spreads rumors that you edited the records for personal gain—expect smear leaflets or a debating inquiry. - Living Footnotes: Survivors whose lives were “restored” may seek you out—gratitude, claims, or uncomfortable truths. Roleplay Beats: Shopkeepers remember your tab—and your kindness; clerks wave you ahead in queues; street kids chant your names like a rhyme. ------------------------------------------------------------------------------------------------------------------------------------------ **Blessing of the Shrouded Ledger** (Blessing of Magic Resistance) You have Advantage on saving throws against spells and other magical effects. https://files.d20.io/images/460651353/-iiBrz9aJJ2r00ncODc-Ig/med.png?1760745415 Source/Aspect. Vecna edits your fate line so hostile magic “can’t find the entry.” Look/Mark. A faint, ruler-straight scar appears across one eyelid (or over the heart), ending in a tiny knot shaped like a slashed eye. When magic targets you, the mark darkens like wet ink, then fades. Omen. In moments of danger you hear a page turn and feel the world hesitate, as if someone just crossed out a sentence about you. Manifestations (cosmetic, choose 1–2): - Enemy sigils aimed at you smear into blotted text before striking. - Your pupils momentarily become ink-black when you resist magic. Roleplay Prompts. - You instinctively look for footnotes or loopholes in speeches, laws, and spells. - You dislike speaking your true name aloud; it feels like handing over a page number. - You feel compelled to keep a small index of every spell you’ve endured. ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) | Very Rare | FR-DC-JIBEA When Names Fade Away | true | ||
| Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) Shield (shield), very rare (requires attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn. War Leader. You plant the rim and speak; Helm’s gauntlet glows, shaping your voice into a clear command that carries six hundred feet through wind and stone. To allies it sounds like a captain’s call; to foes, a gate slamming shut. Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold. Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone. Inscription (inner boss). “Stand. See. Suffer not the innocent to fall.” — C. Hallwinter Attunement Rite (flavor only). Kneel, rest the shield upright, and lay your palm in the gauntlet. Speak any vow of watchfulness. The studs glow soft silver, and a calm pressure settles over your chest like a mailed hand. Hallwinter’s Legacy " Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil." - Neverwinter’s heroine. Chanelle Hallwinter held the Blacklake line for three nights while citizens evacuated to the Enclave. Witnesses said she never blinked—the visor of her helm down, the hand of Helm “resting” on her shoulder. - Helm’s sign. When a creature threatens a protected ally, a faint eye-slit of light appears across the shield’s gauntlet. Table manifestations: - When you succeed on a save, the sound of a gate bar dropping echoes softly. - While you maintain the Protective Field, motes of silver dust drift like snow and melt on the dome. | |||||
| Scribe’s Chime of Unsealing (Chime of Opening) | Rare | FR-DC-JIBEA When Names Fade Away | true | ||
| Scribe’s Chime of Unsealing (Chime of Opening) Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error. Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck. How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger. Quirks (cosmetic only). - While the tone rings, nearby writing straightens as if proofread. - Keys on your belt vibrate faintly in harmony. - If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill). Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations. | |||||
| The Pupil of the Forgotten (Ersatz Eye) - Purified | Common | FR-DC-JIBEA When Names Fade Away | true | ||
| The Pupil of the Forgotten (Ersatz Eye) - Purified Wondrous item, common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive. https://files.d20.io/images/460801635/cC6Vh9QiLYwS-P68bHB4wA/med.png?1760829377 Guardian. A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated). Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish. Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen. Cosmetic Manifestations (choose 1–2). - When you focus, a faint ink ring halos the iris for a heartbeat. - In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light. Whispers & Quirks (narrative only). - Mirrors sometimes blur written names behind you. - Cats and ravens seem unusually interested in your new eye. | |||||