This adventure was one of a few concepts I cooked up a month back for out-there adventures. However, with the sheer scale of the Dark deeps of Dvergkongerfjell, I did not have the time or mental bandwidth to do the creative work needed to bring the idea to life. This adventure is intentionally light on combat with the 8 dreamers and their dysfunctions being the focus of the adventures.
Adventure Background

The Duchy of Caelmara stands as a somber testament to the tumultuous history between the material world and the Feyrealm within the Märchenweltgrenze. Once the domain of the wrathful Fey Sovereign Gisela the Angry, its transformation from a vibrant fey realm into a desolate, jagged landscape reflects the depth of her ire.
Gisela’s fury stemmed from a broken oath by King Fredrick of Mountainheart’s father, Edward, a betrayal that haunted her for centuries. For 500 years, she stewed in her resentment, weaving schemes to torment Fredrick and relishing in his eternal sorrow over his lost love, Sophia. The hexmarches, once a place of enchantment and wonder under Gisela’s rule, became twisted and foreboding, haunted by dark forests and menacing rock formations.
When Fredrick ascended to the position of Fey Sovereign through Fionnuala, Gisela’s own liege, it sparked direct conflicts between Mountainheart and the hexmarches. Ultimately, Gisela was defeated, regressing to infancy as Mountainheart claimed the territory. However, the malevolence she infused into the land still lingers, casting a shadow over the newly established duchy of Caelmara.
The castle town of Caelmara serves as the focal point of civilization in this desolate region, nestled against the mountains that mark the border between the somber Hexmarches and the vibrant Sliber Highlands. Beyond the ducal household of Duke Friedrich von Falkenstein and his loyal knights, the population is sparse, consisting mainly of adventurers drawn to the grim ruins and remnants of Gisela’s palace in search of treasures and relics of the past. Yet, amidst the ruins and desolation, whispers of forgotten tales and hidden wonders still linger, waiting to be unearthed by those brave enough to venture into the heart of Caelmara.
9 characters Many Problems
Though they may present the façade of a picture-perfect family, the von Falkenstein household harbors deep-seated troubles that no amount of pretense can conceal. Each member of the family grapples with their demons, their struggles laid bare beneath the polished veneer of nobility.
Fredrich, the patriarch, wrestles with incessant worries over the looming threats beyond the sturdy walls of Caelmara castle. Nights are consumed with feverish plotting of defense strategies against imagined assailants, his mind haunted by the specter of impending conflict.
Ingrid, once a humble scullery maid who ascended to nobility through the intervention of Fionnuala, grapples with a relentless fear of her common origins being exposed. Her desperate attempts to overcompensate for her perceived inadequacies strain her relationship with her daughter Elsa, whom she molds in her ideal of nobility.
Elsa, subjected to a suffocating regimen of study and etiquette training by her mother, longs for liberation from the confines of her gilded cage. Trapped in a world of rigid expectations, she yearns for someone to rescue her from the stifling confines of aristocratic propriety.
Greta, the overlooked middle child, languishes in the shadows of her siblings, feeling invisible and forgotten within the confines of her own family. With no companionship to alleviate her solitude, she retreats further into isolation, a silent cry for attention lost in the clamor of familial discord.
Liam, haunted by the menacing shadows of the woods that loom beyond the castle walls, clings to the feeble comfort of a flickering lantern, his fear palpable in the dim glow of its flame.
Even the castle staff is not immune to the pervasive sense of unrest that permeates Caelmara. Aiden, the duke’s squire, grapples with self-doubt and disillusionment, his aspirations overshadowed by a crippling sense of inadequacy.
Angus McGregor, the vigilant groundskeeper, wages a solitary battle against the stubborn refusal of the land to yield to his care. Suspicious and watchful, he prowls the grounds by night, seeking to uncover the source of nature’s resistance.
And then there is Professor Horatio, a charlatan in the guise of academia, whose tangled web of deception threatens to unravel at any moment. Fearing exposure and the consequences of his fraudulent schemes, he navigates the precarious tightrope of deceit, haunted by the specter of impending reckoning.
The adventure begins
As the sun begins its descent beyond the jagged peaks of the Hexmarches, weary travelers arrive at the newly founded town of Caelmara. Its somber demeanor is evident from the moment they set foot within its walls — sturdy, fortified stone buildings clustered together, seeking refuge against the imposing silhouette of Castle Caelmara. The castle itself looms over the town, its stark, functional design a stark contrast to the soaring fairytale keeps found elsewhere in the kingdom.
Despite the gloomy atmosphere, the players find themselves welcomed with open arms, their renown preceding them even in these remote lands. As noblemen and women, they are extended the courtesy of lodging within the walls of Castle Caelmara itself. Passing through the imposing gates, they are led into the dining room, where the Von Falkenstein family is just preparing to dine.
dinner with the von Falkenstein
As the players settle into their seats at the dining table, the atmosphere is a curious blend of formality and tension. The Von Falkenstein family, seated across from them, engage in polite small talk as the courses of the meal are served and cleared away.
Duke Friedrich, a stern and imposing figure, leads the conversation, his voice carrying the weight of military matters and the concerns of a ruler responsible for protecting his duchy. He speaks of the looming threat of invasion from the untamed parts of the Hexmarches, his brow furrowing with worry as he discusses the challenges of maintaining order in such turbulent times.
Beside him, Duchess Ingrid holds herself with an air of haughty grace, her words dripping with the refined accent of her homeland in the Holy Empire of Valoria. She regales the players with tales of their former life in Valoria, emphasizing their noble lineage and the esteemed company they once kept.
Yet, beneath the veneer of aristocratic poise, cracks begin to show. The tension between Ingrid and her teenage daughter Elsa is palpable, the mother’s insistence on correcting every minor breach of etiquette met with teenage defiance and eye rolls. Ingrid’s attempts to steer the conversation towards what she deems suitable topics for nobles only serve to highlight the strain within the family dynamic.
Meanwhile, young Liam, only five years old, peppers the players with questions about their adventures, his innocent curiosity belying a hidden fear of the dark woods beyond the castle walls. His fleeting comments betray a child’s unease with the unknown dangers lurking in the shadows.
And then there’s eight-year-old Greta, silent and observant, her presence a quiet but potent reminder of the tensions simmering beneath the surface of this seemingly ordinary dinner. Her silence speaks volumes, a reflection of the unspoken conflicts that threaten to unravel the fragile facade of aristocratic civility.
a late arrival

As the dinner progresses, and the conversation flows, a late arrival to the gathering catches the attention of those present. The door swings open and in strides the half-elf Professor Horatio Blackwood, accompanied by the rugged groundskeeper Angus McGregor and the enigmatic changeling squire Aiden. Together, they bear a large jade piece of stone into the room, drawing murmurs of curiosity from the assembled company.
Duke Friedrich rises from his seat to greet the newcomers, introducing them to the players with a gracious nod. “Ah, Professor Blackwood, a pleasure to have you join us. Please, come and share in our repast.”
The Professor, a figure of scholarly intrigue with a twinkle in his eye, launches into a tale of his latest expedition into the depths of the hexmarches, regaling the company with grandiose accounts of daring adventure and narrow escapes. However, keen observers among the guests may sense a subtle discordance in his narrative, prompting a DC 21 Insight check to reveal that the Professor may be embellishing the truth with each word he speaks.
Amidst his storytelling, the Professor produces the large jade stone, claiming to have discovered it amidst the ruins of Gisela’s flying palace. “Behold, my friends,” he exclaims, “a relic of untold significance, shrouded in mystery and intrigue!”
As the conversation turns to the stone, the DM, via roleplay, contrives a means for all present to touch the stone, perhaps through the Professor’s insistence that it be passed around for closer inspection. Despite its size and weight, there is an undeniable allure to the stone, drawing the fingertips of those present with an almost magnetic pull.
Upon closer examination, the writing etched into the surface of the stone comes into focus, though much of it is partially destroyed or obscured by age. A DC 20 History check suggests that the inscription may have something to do with sleep, hinting at a deeper significance yet to be uncovered.
A Rude non-awakening
As the night wears on and the players retire to their beds, they find themselves plagued by a restlessness that defies explanation. No matter how they toss and turn, sleep eludes them, leaving them to languish in the dark embrace of wakefulness.
Finally, in frustration, the players rise from their beds, only to find themselves still clad in the adventuring gear they arrived in town with. A sense of unease settles over them as they realize that something is amiss, their surroundings warped and twisted into a nightmarish reflection of reality.
The once-familiar halls of Castle Caelmara now loom ominously in the dim light, devoid of life save for the slumbering forms of the castle staff and knights. As the players venture further into the castle, they discover that each room holds a sleeping figure, their forms motionless and serene amidst the chaos that surrounds them, except for the rooms where the Duke’s family, Angus, Aiden, and Professor Horatio sleep. From these rooms, light spills out from under the doors
It becomes evident that they are trapped within a lucid dream, a realm where reality bends and warps to the whims of the subconscious. The green hunk of stone, glowing softly in the darkness, beckons to them from its resting place, its inscription now complete and pulsating with an otherworldly energy.
A DC 25 History check reveals that the inscription says the stone is known as the Dreamstone, a powerful artifact capable of ensnaring the weak-willed in nightmares of their own making. Only by freeing themselves from the clutches of their darkest fears can the dreamers hope to escape this twisted realm and awaken from their slumber.
Peering through the keyholes of the glowing doors, the players catch glimpses of scenes playing out beyond, each one a fragment of a nightmare trapped within the Dreamstone’s grasp
Dream Theater of Terror
The world in which the players find themselves operates on its own set of laws. The dreams operate on dream logic to a degree and are the worst nightmares the dreamer’s mind can conjure at that moment. The player’s interactions with the dreams follow the following rules
- Non-interaction with Dream Characters: While within a dream, players cannot directly interact with any characters present in the dream. They cannot be heard by the dream characters, and any attempts to physically touch them will result in the players’ hands passing right through. However, certain magic spells that produce objects or alter the dream world in any way may have an effect.
- Interaction with Dream Objects: Players can interact with objects within the dream environment. They can manipulate and use objects as they would in the waking world. Objects brought into the dream by the players can also interact with the dream characters, but only if removed from the players’ person.
- Dreamer’s Dream Self Limitations: The dreamer’s dream self cannot leave the dream until the nightmare is resolved. Once the nightmare is resolved, the dreamer enters a lucid dreaming state similar to the players, allowing them to interact with the players and exit the dream via the same door the players entered.
- Freed Dreamers Interaction: Freed dreamers will stay in the dream castle parlor after being freed from the nightmare. They can interact with the dreams of other dreamers still trapped in the nightmare, effectively becoming part of the ongoing nightmare.
- Never-ending Loops: Each dream is a never-ending loop, with the dream repeating indefinitely until the nightmare is resolved. If a dream has an endpoint, it restarts once the endpoint is reached, perpetuating the cycle of the nightmare.
To escape the dream realm, players must resolve the nightmares of Duke Friedrich, Duchess Ingrid, Elsa, Greta, Liam, the family dog Himmel, Aiden, Professor Horatio, and Angus, freeing them from the grip of the Dreamstone’s influence. The rest of the adventure will be presented in the order in which the dreamers must be freed.
Himmel’s Nightmare
As the players enter the grand hall of Castle Caelmara, they find themselves immersed in the dream of Himmel, the loyal family collie. In his dream, Himmel appears to be on the verge of starvation, his gaunt form huddled near a tantalizingly close raw steak suspended from a hook on a rope. The steak dangles just low enough for Himmel to nudge it with his nose, but no matter how hard he tries, he cannot sink his teeth into the succulent meat.
To resolve Himmel’s nightmare and lead him out of his dream, the players must find a way to retrieve the steak from its precarious perch. Perhaps they can use their skills to fashion a makeshift tool to hook the steak or employ magic to manipulate the rope and lower it within Himmel’s reach.
However, even once the steak is secured, the players must still lead Himmel out of his nightmare and into the safety of the dream castle. To do so, they must procure additional meat to entice him through the doorway. Whether they scavenge scraps from the dream environment or conjure forth illusions of meat, the players must use their wits to guide Himmel to safety and free him from the clutches of his haunting nightmare.
Liam’s Nightmare

As the players enter Liam’s room within the dream castle, they find themselves transported to the edge of a dark and foreboding forest, stretching endlessly into the moonless, starless night. The faint sound of Liam’s voice echoes through the trees, calling out for help amidst the eerie stillness of the night.
Navigating through the dense underbrush proves to be a challenge, requiring keen survival skills to find their way towards the source of Liam’s cries. With a DC 25 Survival check, the players can struggle through the tangled foliage and looming shadows, inching closer to the sound of Liam’s desperate pleas for aid.
Upon reaching Liam’s location deep within the heart of the forest, the players find him huddled amidst the darkness, armed only with a flickering lantern and besieged by mild jump scares orchestrated by the sinister surroundings. Swooping bats and eerie sounds assail his senses, causing him to cry out for anyone, especially his faithful companion Himmel, to come to his rescue.
To help Liam escape the clutches of the forest, the players must lead Himmel to his side. With the loyal collie by his side, Liam finds the courage to navigate the treacherous terrain and follow Himmel’s lead back to safety.
However, the forest is not yet finished with its torment. As the players and Liam make their way towards the edge of the woods, a trio of wraiths materialize from the shadows, their ghostly forms poised to strike. Unlike Liam, the players can interact with these malevolent spirits. The wraiths will focus their attention solely on Liam in an attempt to scare him back into the forest..
Angus’s Nightmare
As the players step into the small bedroom of Angus’s groundkeeper’s shack within the dream castle, they find themselves transported to a dark and twisting hedge maze that mirrors the labyrinthine layout of the castle grounds. However, this version of the maze is shrouded in an impenetrable magical darkness, rendering it nearly impossible to navigate by sight alone.
In the dim light cast by their lanterns and torches, they see Angus, the groundskeeper, laboring diligently with a pair of garden shears, his gruff voice muttering curses under his breath as he attempts to track down the elusive menace that has been plaguing the castle gardens. His movements are slow and methodical, his fingers tracing the contours of the maze walls as he navigates through the darkness.
However, Angus’s efforts are thwarted when he is suddenly ambushed by the very creature he seeks, a monstrous plant creature the size of an owlbear, its vine-like appendages thrashing wildly as it lunges forward with a gaping maw lined with razor-sharp teeth.
To aid Angus in his struggle against the creature, the players must provide him with a light source that can pierce through the magical darkness enveloping the maze. However, their attempts with conventional light sources prove futile, as the darkness seems to swallow their light without a trace.
Only by providing Angus with Liam’s lantern, which emits a faint but steady glow that cuts through the darkness like a beacon of hope, can he finally confront and defeat the monstrous plant creature. With the aid of the players’ light source, Angus can see his foe clearly for the first time, allowing him to strike with precision and determination as he battles to protect the castle grounds from the insidious threat lurking within the shadows.
Professor Horatio’s Nightmare
Upon entering the guest suite where Professor Horatio rests, the players are plunged into the depths of his troubled dream. In this surreal manifestation, they find the Professor dressed in the garb of a stereotypical quack doctor, standing atop a small stool with a noose ominously tightened around his neck, while an angry mob gathers below, brandishing torches and pitchforks.
Before him sits a crate labeled “Dr. Horatio’s Miracle Cure-All,” serving as both his last line of defense and his damning evidence of fraud. Desperately, the Professor pleads his case, insisting that his potions indeed possess the miraculous properties he claims, but his words fall on deaf ears as the mob’s fury only intensifies.
A keen eye or knowledgeable mind might discern the truth behind the Professor’s claims with a DC 20 Arcana check, revealing that his potions do indeed mimic the effects of the Greater Restoration spell, lending credence to his desperate defense.
However, despite his efforts, the nightmare continues to replay in an endless loop, each iteration ending with the Professor’s grim fate at the hands of the enraged mob.
To break the cycle and free the Professor from his torment, the players must act swiftly and decisively. Offering him Angus’s garden shears provides the means for escape, but the mob will not go down without a fight. Quick thinking and resourcefulness are required as the players fend off the angry mob, using any means at their disposal to protect the Professor and ensure he flees through the door.
Greta’s Nightmare
As the players enter Greta’s room within the dream castle, they are met with a disconcerting sight. Though the castle appears normal in every aspect, Greta herself is nowhere to be seen. She is present in the room, huddled up in a corner, but to the players, she is invisible, her form fading away as if she were little more than a ghostly apparition.
Desperate pleas escape Greta’s lips as she fades further into obscurity, her voice barely audible as she begs for someone, anyone, to cure her of this mysterious condition that renders her invisible and unheard by those around her.
To aid Greta and restore her to visibility, the players must draw upon their experiences within the dream realm. Remembering the crate labeled “Dr. Horatio’s Miracle Cure-All” from the Professor’s nightmare, they realize that its contents may hold the key to Greta’s salvation.
With determination, they retrieve a vial of the potion and offer it to Greta, urging her to drink. As the elixir courses through her veins, a miraculous transformation occurs. The invisible veil that shrouded her begins to dissipate, and her form gradually solidifies, returning her to the realm of the visible and audible once more.
Duke Fredrich’s Nightmare

As the players enter Duke Fredrich’s study, they are immediately thrust into the midst of his harrowing nightmare. The study fades away, replaced by the cold stone battlements of Castle Caelmara, illuminated only by the eerie glow of torchlight and the distant flicker of demonic flames.
Atop the battlements, Duke Fredrich stands resolute in full armor, his knights rallying around him as a horde of dretches, grotesque demons from the depths of the pits of ruin, swarming the castle walls in a relentless siege. Despite their valiant efforts, the demons prove overwhelming, and no matter what tactics they employ, the battlements are overrun, and Fredrich falls in battle.
Desperate to change the outcome of the nightmare, the players search for a solution, their minds racing for a way to turn the tide against the demonic horde. A DC 28 Arcana or Religion check reveals that low-level demons like dretches are vulnerable to symbols of the Worldshaper.
The players must find a way to bring the big crucifix from the castle chapel in Greta’s dream to Fredrich’s nightmare. With the holy symbol in hand, they stand a chance of fending off the demonic onslaught and saving Fredrich from his untimely demise.
Even armed with the holy symbol, Fredrich will still need help fighting off the demons. The players must devise a strategy and use any means at their disposal to push back the demonic horde and ensure the duke’s survival. Whether through combat prowess, clever tactics, or divine intervention, they must fight tooth and nail to protect Castle Caelmara from the forces of darkness.
Aiden’s Nightmare
As the players enter the barracks where Aiden sleeps, they are transported into the depths of his haunting nightmare. Within the dream, they find themselves in a small, nondescript house besieged by a gang of ruthless bandits. Aiden stands alone, unarmed and defenseless, desperately bracing the door against the relentless assault of the attackers.
Despite his valiant efforts, it is only a matter of time before the door gives way under the relentless barrage. As the wood splinters and cracks, Aiden sinks to the floor in despair, overwhelmed by feelings of helplessness and inadequacy.
To save Aiden from his torment, the players must find a way to provide him with the means to defend himself against the bandits. Remembering the swords from Duke Fredrich’s dream, they realize that bringing one of these weapons into Aiden’s nightmare may be the key to turning the tide of battle.
With a sword in hand, Aiden gains the strength and resolve to stand his ground against the bandits, fighting back against the overwhelming odds and refusing to succumb to despair
Elsa’s Nightmare

As the players enter Elsa’s bedroom, they are swept into the depths of her chilling nightmare. In the dream, they find themselves atop a lonely mountain, where a towering tower looms ominously against the night sky. There are no discernible entrances to the tower, save for a balcony leading to Elsa’s chamber, high above the ground.
Trapped within the tower, Elsa is cast in the role of a helpless princess, her only company a fearsome dragon with the visage of her mother. The dragon, bearing her mother’s hair, eyes, and voice, constantly berates Elsa for her perceived failings, admonishing her to fix every last flaw and guard her purity from the advances of men.
Desperate to escape her torment, Elsa pleads with the dragon for release, her cries echoing through the silent mountain air. She longs for a valiant knight to come to her rescue, to slay the dragon and set her free from her gilded prison.
To save Elsa from her nightmare, the players must guide Aiden through her dream and aid him in climbing the tower to reach her chamber. With no visible entrances, they must rely on their wits and resourcefulness to find a way for Aiden to ascend the tower and confront the dragon.
Once Aiden reaches Elsa’s chamber, the players must assist him in facing off against the dragon, who uses the formidable stats of a young red dragon, albeit with reduced HP. However, the players cannot directly harm the dragon themselves; instead, they must support Aiden in his battle, providing him with whatever aid and assistance he needs to overcome the fearsome beast and rescue Elsa from her nightmare.
Ingrid’s Nightmare
As the players step into the master bedroom, they find themselves transported into the depths of Duchess Ingrid’s haunting nightmare. In the dream, they are thrust into the role of silent observers, witnessing a scene from Ingrid’s past that she has long sought to forget.
Ingrid, now transformed into her 14-year-old scullery maid self, moves about the grand hall of Castle Falkenstein with a heavy heart, her every movement marked by the weight of her former life. Before her stands the former Duchess von Falkenstein, depicted as an ugly, ogre-sized nobleman, whose presence fills the room with an air of intimidation and disdain.
Forced to prepare and serve an overwhelming amount of food to the duchess, Ingrid struggles under the weight of her duties, her efforts constantly falling short as she is berated for her perceived commonness and incompetence. Each mistake leads to further reprimand, trapping Ingrid in a never-ending cycle of failure and despair.
Ingrid’s only interactions are brief apologies to the duchess and lamentations of her own misery, her voice tinged with resignation and defeat. The duchess, in turn, demands her meal with an air of entitlement, her harsh words serving only to deepen Ingrid’s sense of inadequacy and self-doubt.
To resolve Ingrid’s nightmare, the players must delve into her past and uncover the truth of her origins. Through roleplay with Duke Friedric, they learn of Ingrid’s transformation from scullery maid to duchess and the long-running struggles with imposter syndrome that have plagued her throughout her life. The solution to her dream is to turn the scullery maid into a princess.
However, the dream’s malevolent influence has wrought special effects upon the other dreamers, altering their appearances and behaviors in unexpected ways. Duke Friedrich appears as his 14-year-old self. Elsa, on the other hand, takes on the guise of Friedrich’s older sister Brunhilida. Both are addressed by the duchess and Ingrid as thus and neither does not seem to notice any discrepancies in their behaviour. Professor Horatio finds himself subject to a whimsical transformation each time he is out of sight of the duchess, his clothing shifting to reflect various types of performers, including an illusionist and a jester. Meanwhile, Angus and the younger children are unable to enter the dream at all. Only Himmel and Aiden remain unchanged.
As the players embark on the final stage of their quest to free Ingrid from her nightmare, they must navigate a series of intricate steps, each one crucial to completing the transformation and ending the torment once and for all. The players should be encouraged to split up, employing every skill, spell, and strategy at their disposal to ensure the success of each task and bring an end to Ingrid’s haunting nightmare once and for all.
First, they must procure a dress, shoes, and tiara from Elsa’s nightmare, elements essential to completing Ingrid’s transformation into a princess. With these items in hand, they can begin the process of bringing Ingrid’s dream to life.
Next, they must orchestrate a distraction to divert the attention of the duchess, enlisting the help of Professor Horatio, Himmel, and the transformed Duke Friedrich to keep her occupied while Elsa spirits Ingrid away to the safety of Brunhilida’s room.
Once in seclusion, the players must assist Elsa in schooling Ingrid on the intricacies of courtly etiquette, preparing her for the grand entrance that will mark her transformation from scullery maid to princess.
With Ingrid’s education complete, the players must then help Aiden and Duke Friedrich act out the grand entrance of Princess Ingrid, ensuring that every detail is executed flawlessly to maintain the illusion of her newfound nobility.
Finally, they must stand by Ingrid’s side as she navigates the challenges of the banquet, using all means at their disposal to support her and maintain her cover throughout the evening. Whether through subtle manipulation or bold intervention, they must ensure that Ingrid’s transformation remains intact and that her nightmare is brought to a decisive end.
As the banquet progresses and Princess Ingrid navigates the challenges with grace and poise, a remarkable transformation begins to unfold before the eyes of the players. With each success and triumph, the once-imposing figure of the duchess seems to deflate, her power waning in the face of Ingrid’s newfound confidence and self-assurance.
As the evening wears on, Ingrid’s demeanor shifts, her posture straightening and her smile growing brighter with each passing moment. Slowly but surely, she begins to shed the shackles of her nightmare, reverting to her former self as the weight of her past burdens is lifted from her shoulders.
Conclusion
With all 9 dreamers freed from their nightmares, the dream castle and the nightmares fade away and the players start to wake. As the players awaken, they find themselves back in the waking world, back in their guest rooms and their pajamas
However the dream world was not simply just a dream. Stepping into the hall, they are greeted with a scene that defies explanation. Elsa and Ingrid stand before them, still dressed in matching princess gowns and sparkling tiaras, their transformation from dream to reality apparent to all. Nearby, Himmel sleeps contentedly beside the scraps of a bone-in steak, evidence of the dream’s lingering effects on the waking world.
Aiden, meanwhile, stumbles groggily into the hall, still half-asleep and clad in full armor,the duke’s sword at the ready by his side. His appearance prompts a mixture of surprise and amusement from the other players, who can’t help but chuckle at his disheveled state.
And in the castle garden, the remnants of a giant dead plant monster serve as a grim reminder of the battles fought and won.
As the players take stock of their surroundings, they discover several items among their possessions, each one a tangible reminder of the journey they undertook together. A lantern of revealing, a crate of potions of restoration, a +2 longsword, a blessed holy icon, a pair of magic shears, and the coronate of the princess, each item holds a story of its own, a relic of their adventures in the realm of dreams.
Before they depart from the town of Caelmara, Duke Friedrich orders the destruction of the dreamstone, ensuring that its malevolent influence will trouble them no more. And as they watch the stone shattered into fragments and scattered to the winds, they cannot help but feel a sense of relief and closure, knowing that they have put an end to its dark legacy once and for all.
Yet, even as they bid farewell to Caelmara and the trials they faced within its borders, rumors persist of the lingering magic of the dreamstone, whispers of a beautiful dream duchy ruled by the young Duke Friedrich and Duchess Ingrid, where every night the people of Caelmara live out separate dream lives in a realm of endless possibility and imagination.
New Magic items
Blessed Holy Icon
Wondrous Item (Holy Symbol), Uncommon
This intricately crafted holy icon exudes an aura of divine energy, imbued with the blessings of the divine. It serves both as a symbol of faith and as a potent tool for repelling the forces of darkness.
Properties:
- Aura of Sanctity: While held or worn by a creature proficient with holy symbols, the Blessed Holy Icon radiates an aura of sanctity within a 10-foot radius. This aura imbues the area with a sense of divine protection, making it anathema to creatures of evil.
- Fiendish Disruption: Any fiend within the aura’s radius suffers disadvantage on attack rolls and saving throws against spells and effects originating from a creature holding or wearing the Blessed Holy Icon. This effect persists as long as the fiend remains within the aura’s range.
Coronate of the Princess
Wondrous Item (Headgear), Uncommon
The Coronate of the Princess is a regal crown imbued with enchantments that bestow upon its wearer the semblance and authority of royalty. Crafted with meticulous care and adorned with precious gems, this enchanted headgear is reserved for those who embody the grace and dignity befitting a princess.
Properties:
- Regal Transformation: When worn by a female creature, the Coronate of the Princess grants a minor magical effect, causing the wearer’s attire to transform into garments befitting a princess. Ordinary clothes take on the appearance of elegant gowns, adorned with fine embroidery and embellishments that reflect the wearer’s newfound royal status.
- Authority of Royalty: The major enchantment of the Coronate lies in its ability to instill in others a deep-seated belief that the wearer is indeed a princess of noble birth. Those who behold the wearer feel compelled to treat her with deference and respect, obeying her commands as though she were their rightful ruler.
Magic Gardening Shears
Wondrous Item (Gardening Shears), Uncommon
These enchanted gardening shears possess a mystical affinity for the natural world, granting their wielder the ability to manipulate and control plant life with ease. Crafted by druids and gardeners of great skill, these shears are invaluable tools for those who seek to cultivate and maintain flourishing gardens.
Properties:
- Pruning Mastery: The Magic Gardening Shears grant advantage on any ability checks or skill checks related to pruning, trimming, or shaping plant life.
- Enchanted Growth: When used to trim or prune a plant, the Magic Gardening Shears imbue the affected plant with a surge of magical energy, stimulating rapid growth and rejuvenation. Plants trimmed with these shears grow back stronger and healthier than before, with vibrant foliage and bountiful blooms.


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