DM Log Entries


Total Hours:
10

Total GP:
70446
Unused GP:
80

Total Downtime:
0
Unused Downtime:
0
Total Renown:
0
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session ▼ Reward Magic Items Character
2024-03-20 20:03 DDAL 10-01 The Frozen North 1 none Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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 Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 none Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 none Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 none Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 none Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon.

Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents.

Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again.
Base Property — Armor of Gleaming

This armor never becomes dirty.

Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned.

Nothing clings to it. Nothing mars it. Nothing remains.
Minor Property — Temperate

The armor maintains a constant, gentle warmth against the wearer’s body.

It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun.

This warmth is subtle, but constant.

Not protective. Not shielding.

Simply… present.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Flavor

At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath.

Not guiding.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


Diadem of the Sun’s Remnant (Ring of Mind Shielding)

Wondrous Item (Ring of Mind Shielding), requires attunement

A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light.

Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch.

When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn.
Base Item: Ring of Mind Shielding (Diadem Variant)

This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

The diadem possesses the Guardian minor property.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as:

A subtle sense of danger before harm

A faint internal caution in moments of deception

A quiet urging to step aside, hesitate, or prepare

The voice is never commanding. Only protective.

Lore Fragment

When Netheril fell, not all light was extinguished.

Some was preserved.

Not in stone.
Not in spell.
But in memory.

And memory refuses to be severed.

Curse — Soulbound Remnant

This diadem is cursed.

Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one.

If Remove Curse is cast:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged.

The curse is not malevolent — it is unfinished.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 none Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Date Adventure Title Session ▼ ACP TCP Downtime Renown GP Character Rewarded
2024-03-20 20:03 DDAL 10-01 The Frozen North 1 Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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 Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon.

Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents.

Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again.
Base Property — Armor of Gleaming

This armor never becomes dirty.

Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned.

Nothing clings to it. Nothing mars it. Nothing remains.
Minor Property — Temperate

The armor maintains a constant, gentle warmth against the wearer’s body.

It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun.

This warmth is subtle, but constant.

Not protective. Not shielding.

Simply… present.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Flavor

At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath.

Not guiding.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


Diadem of the Sun’s Remnant (Ring of Mind Shielding)

Wondrous Item (Ring of Mind Shielding), requires attunement

A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light.

Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch.

When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn.
Base Item: Ring of Mind Shielding (Diadem Variant)

This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

The diadem possesses the Guardian minor property.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as:

A subtle sense of danger before harm

A faint internal caution in moments of deception

A quiet urging to step aside, hesitate, or prepare

The voice is never commanding. Only protective.

Lore Fragment

When Netheril fell, not all light was extinguished.

Some was preserved.

Not in stone.
Not in spell.
But in memory.

And memory refuses to be severed.

Curse — Soulbound Remnant

This diadem is cursed.

Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one.

If Remove Curse is cast:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged.

The curse is not malevolent — it is unfinished.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Date Adventure Title Session ▼ XP GP Downtime Renown Missions Hours Character Rewarded
2024-03-20 20:03 DDAL 10-01 The Frozen North 1 Show

Teilnehmer:
(1) Flammenklinge - Cloud - Shadar kei- Ranger - 60 ft darkvision
(1) Boerns - The Grinning Dan - Half Elf - Bard - 60 ft. Darkvision
(2) Echo - Wächter - Fighter 2 - None
(1) TimoL - Jennifer Fortescue - Aasimar - Fighter 1 (60 Füße Darkvision)
(1) Bramymond - Thomas ("Tommy") Lightningstrike Akannathi - Halforc - Barbar - none


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total


Loot verteilt: 500gp = 100gp pro Player
1x Potion of Growth
1x Potion of Healing
1x Potion of Comprehension


Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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 Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.


Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


2023-01-19 20:15 CCC-ARCON01-01 Forest Song 1 8 Show

Teilnehmer:
(4) Ineverexist - Sheila Elacs - Awakened Cobra (TCL) - Fighter 4 - none
(3) Raimundo_O - GR4-C- Autognome- Druid 3 - none
(2) Jannis D. - Loopy Oneclaw - Tabaxi - Warlock 2
(4)Trava - Nuala - Haregon - Druid 4
(4)Bramymond - Logan - Variant Human - Life Cleric - level 4 - Harpers Kommt später dazu


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Boots of False Tracks
Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

The boots resize to fit any humanoid.


Immovable Rod
Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


2026-04-08 18:00 Fr-DC-BftD: Osvald of Gauntlgrym 1 Show

Teilnehmer:
(1) Bramymond - Osvald Sommergold - Dwarf - Wizard 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:


Osvald sendete zwei Briefe nach hause bevor er ins Underdark aufbrach.
Sowie ein paar Notizen liegen auf seinen Schreibtisch.


Loot:
20-50gp rubin je 1x
Smaragt 25 gp 1x
Sapiht 100gp 1x


Trinket: Runebound Deepstone
Trinket: Dorin’s Wager
Trinket: Stone Memory Tablet Fragment
Trinket: Dust-Sealed Lens
Trinket: Folded Family Sketch
Trinket: Letter Bundle
Trinket: Summergold Pendant (Locket)


Stonewarden Pearl (Pearl of Power)
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This milky, uneven pearl is set into a dwarven-crafted beard and hair ornament, worked from aged gold and dark metal. The setting is designed to be braided into a beard or bound into hair, resting close to the chest when worn. Fine runic lines trace the metal like veins in stone, worn smooth by age and use.

The pearl itself is not perfectly round. It feels grown rather than crafted, as though it was drawn from the earth instead of shaped by hand. When worn, it carries a subtle weight that seems greater than its size suggests.

During spellcasting, the ornament grows faintly warm. It does not flare or glow brightly; instead, it conveys a steady, contained presence — as if it is holding power in reserve, waiting to be reclaimed rather than unleashed.

Among dwarves, such ornaments are traditionally worn by wardens, archivists, and stonekeepers rather than battle-mages. They are signs of trust and responsibility, not rank or glory.
Magic Property

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of 3rd level or lower.
Once this property is used, it can’t be used again until the next dawn.
Attunement Flavor

The longer you carry the Stonewarden Pearl, the more natural it feels to conserve magic rather than expend it freely. The item never feels empty — even after use, it retains a sense of quiet solidity.

Minor Property: ???

🔒 DM Notes (Hidden Information)

Minor Property (Hidden): Delver

While underground, the bearer instinctively knows:

the approximate depth below the surface, and

the general direction of the nearest natural or constructed path leading upward (stairs, ramps, shafts, or tunnels).

This knowledge is not explicit (no maps, numbers, or visions).
It manifests as a subtle, stone-born intuition: pressure, resistance, or a sense of “this way leads up.”

The bearer is not initially aware that the pearl provides this information unless circumstances make it noticeable.
Faerzress Interaction

In areas heavily affected by Faerzress, this property is suppressed.

The pearl becomes cold and inert.

The intuitive guidance vanishes entirely.

The primary Pearl of Power function remains unaffected.

This is not a flaw of the item — the surrounding stone is magically distorted, disrupting its connection.
Dumathoin Blessing (Optional Future Hook)

A priest of Dumathoin can perform a consecration ritual to ward the Stonewarden Pearl.

Narrative requirements:

A stone-based sacred space

Several hours of prayer and silence

The pearl must remain in contact with natural stone throughout

Effect of the blessing:

The Delver property remains active in weak or intermittent Faerzress

In strong Faerzress zones, the property may still flicker or become unreliable, but it is no longer completely suppressed

This ritual does not alter the item’s rarity or core mechanics.
Thematic Notes for the DM

This item does not guide deeper — it always favors the way back.

It reflects Dumathoin’s domain: preservation, hidden paths, and knowledge kept rather than spent.

It pairs exceptionally well with cautious, observant characters — especially transmuters and archivists.


Stonebound Authority (Veteran’s Cane)
Wondrous Item, Common (known in Gauntlgrym simply as “the King’s Cane”)

At rest, Stonebound Authority appears as a dignified dwarven walking cane. Its shaft is carved from dark, rune-grained wood that has been polished smooth by years of use. Bands of aged gold and bronze encircle the cane at measured intervals, each etched with simple geometric motifs favored by dwarven craftsmen.

The handle is crowned with a faceted amber-colored gemstone, warm in hue but subdued in presence. It does not glow, shimmer, or draw attention. Instead, it sits like a held ember — contained, patient, deliberate.

When the cane is grasped with intent, the magic bound within it responds silently. The wood darkens and lengthens, its form flowing like stone remembering a former shape. In a breath, the cane becomes a solid dwarven longsword, the amber gem now set into the guard, its warmth faint but steady. There is no flash, no sound of metal shifting — only the certainty that the weapon was always meant to be this.

When the magic is released, the blade softens back into wood and weight, returning to its humble form as a walking cane. To those unaware of its nature, nothing about it seems unusual.

Among dwarves, such items are gifts of trust, granted only to those whose words are as valued as any blade.
Magical Properties

As a Bonus Action, you can magically transform this walking cane into an ordinary Longsword, or change the Longsword back into a walking cane.
In either case, you must be holding the item.

The weapon has no additional magical bonus to attack or damage rolls.
Minor Property: War Leader

The magic bound into Stonebound Authority carries the weight of command.

You can take a Magic action to cause your voice or chosen signal to carry clearly for up to 600 feet until the end of your next turn. The sound does not echo unnaturally or grow louder — it simply reaches its intended audience, cutting through chaos, stone, and distance with calm authority.

Creatures who hear the signal instinctively recognize it as deliberate and purposeful rather than shouted or forced.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2022-12-26 21:30 DDAL 10-00 Ice Road Trackers 1 7 Show

Teilnehmer:
Frühling - Belron Kindheart - Mountain Dwarf - Paladin 1 - none
(2) Marco M. - Prof. Ross Owen Watson - Custom Lineage - Artificer (2) - none
(1) Bramymond - Logan - Halfelf - Light Cleric - level 1 - none
(2) RaimundoO - Hopper Goldhorn - TCL - Warlock 2 - EE
(2) I
never_exist - Rahze - Kobold - Warlock Hexblade 2 - none


Magic Items gelootet: gesammt 500gp
100 gp pro Spieler verteilt
Eine [Potion of Poison Resistance]
Ein [Oil of slipperiness]
Ein Spell Scrolls of Cure Wounds


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime 5 Stunden


Unbreakable Arrow
Weapon (arrow), common

Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Xanathar’s Guide to Everything, p. 139


Smoldering Armor
Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Xanathar’s Guide to Everything, p. 139


Ersatz Eye
Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Xanathar’s Guide to Everything, p. 137


Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Xanathar’s Guide to Everything, p. 136


2026-04-15 18:00 Fr-DC-BftD: Sheva, Childe of Light 1 Show

Teilnehmer:
(1) Brennjie - Sheva - Aasimar - Cleric 1 - none
Karrakas aka Nils - als Ko-DM für diverse NPC


Info:
Sheva hat ein Tag in ihren Leben erlebt und ist sehr angetan von Amon. Auf den Ball hat sie Varion (aka Adrian) ablitzen und hat mit Amon gezanzt erst schlecht dan doch recht okey. Sie war sehr interessiert an der Geschichte. Jubana ist bei den Banditenangriff gestorben, sheva hat sich von Amon Trösten lassen. Und hat die Vision von ihrer Familie und Jubana erhalten und ihren Glauben nicht verloren. Amon streckte seine Hand aus


Loot:


🌞 Vestments of the Dawn Sentinel

(Armor of Gleaming – Breastplate, Temperate Minor Property)

Armor (Breastplate), Common
Description

This ceremonial breastplate is forged from polished steel, overlaid with radiant gold filigree that catches even the faintest light. Fine turquoise inlays trace elegant patterns across the chest and shoulders, shaped like the first rays of a rising sun breaking over the horizon.

Beneath the armored core, flowing white fabric panels fall in layered drapes, softening the otherwise martial silhouette and giving the piece an almost sacred presence. When worn, the armor does not merely protect — it presents.

Its design is unmistakably tied to the ancient guardians of Amaunator: sentinels who did not stand for glory, but for constancy. For order. For the certainty that dawn would come again.
Base Property — Armor of Gleaming

This armor never becomes dirty.

Blood, soot, dust, and grime vanish from its surface instantly, leaving it perpetually pristine. No matter the battle, no matter the ruin, it always appears as if freshly polished and newly donned.

Nothing clings to it. Nothing mars it. Nothing remains.
Minor Property — Temperate

The armor maintains a constant, gentle warmth against the wearer’s body.

It is never uncomfortably hot, nor ever truly cold. Regardless of the surrounding environment — desert heat, night chill, or damp stone — the wearer feels as though they stand beneath a steady, unwavering sun.

This warmth is subtle, but constant.

Not protective. Not shielding.

Simply… present.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Flavor

At times of stillness — during prayer, meditation, or quiet reflection — the warmth seems to deepen ever so slightly, as if responding to the wearer’s breath.

Not guiding.
Not speaking.

But reminding.
Lore Fragment

The Dawn Sentinel did not shine to be admired.

It shone so others would know where to stand.

Even in ruin.
Even in shadow.
Even at the end of an age.


Diadem of the Sun’s Remnant (Ring of Mind Shielding)

Wondrous Item (Ring of Mind Shielding), requires attunement

A delicate circlet of ancient sun-gold, shaped in elegant sweeping curves reminiscent of stylized wings. At its center rests a polished teal gemstone, cut in elongated facets that catch even the faintest glimmer of light.

Fine Netherese script runs along the inner band — nearly invisible unless examined closely. The metal is always faintly warm to the touch.

When worn, the gemstone emits a soft, steady glow in darkness — not bright enough to illuminate, but enough to suggest a contained dawn.
Base Item: Ring of Mind Shielding (Diadem Variant)

This diadem functions as a Ring of Mind Shielding, except it is worn upon the brow.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

The diadem possesses the Guardian minor property.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

While wearing it, the bearer occasionally hears faint whispers — quiet warnings at the edge of perception. These whispers never name themselves and never speak in full sentences. They manifest as:

A subtle sense of danger before harm

A faint internal caution in moments of deception

A quiet urging to step aside, hesitate, or prepare

The voice is never commanding. Only protective.

Lore Fragment

When Netheril fell, not all light was extinguished.

Some was preserved.

Not in stone.
Not in spell.
But in memory.

And memory refuses to be severed.

Curse — Soulbound Remnant

This diadem is cursed.

Once attuned, it cannot be willingly removed until the two bound souls within it have fully merged into one.

If Remove Curse is cast:

  • The attunement ends.

  • However, the diadem remains physically bound to the wearer.

If forcibly separated by magical means, the character experiences profound spiritual incompleteness. Until the diadem is worn again:

  • The character feels fragmented and hollow.

    • Rest feels shallow.
    • Identity feels unstable.

This condition persists until the diadem is returned and re-attuned, or until the souls have fully merged.

The curse is not malevolent — it is unfinished.


Adventur Vorbereitung: +15 Stunde
Safety Tools: +1 Stunde
Total Playtime: +4 Stunden
= 20 h Total


2025-05-22 20:36 FR - DC - TFCotN 01: The Vanished Caravan 1 Show

Teilnehmer:
(4) JinxedBear - Sir Nibblesworth Cheddarbottom - Musteval - Gloom Stalker Ranger 4 - none
(4) Manfred Hase - Hela Tha'Nathas - Human - Grave Domain Cleric 4 - none
(4) Echo - Liam Wintersorrow - Midwinter Child (Sea Elf) - Polar Land Druid 3, Bard 1 - none
(4) C0ldW0lf - Virion - Eladrin - Fighter 1, The Archfey Warlock 3 - none
(4) Raimundo_O - Thalindor "Eisspeer" Nymareth - Sea Elf - Champion Fighter 4 - none


Loot: 500 gp - 100 gp pro Player
2xFrozen Potion (Potion of Healing)
Fox Fur Boots (Boots of the Winterlands)
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
Amulet of Hidden Refuge (Orb of Direction)


Story Award: „Die Schuld des Rudels“ (Sozial)
Story Award "Sie haben die Ware... aber was jetzt?!"
Story Award: Das Versprechen von „Aelinthal´Asyr“


Adventur Vorbereitung: +2 Stunde
Safety Tools: +1 Stunde
Mentoring New Players: +2 Stunde
Total Playtime: +5 Stunden
= 10 h Total