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Adventure Title
DDAL-DRW15 Frozen Whispers
DDAL-DRW15 Frozen Whispers
Session
Date Played
2021-12-17 18:59:00 UTC
2021-12-17 18:59:00 UTC
Levels Gained
1
1
GP +/-
6666.67
6666.67
Downtime +/-
10.0
10.0
Location Played
Baldman Games (VDDW)
Baldman Games (VDDW)
DM Name
Canon Mead
Canon Mead
DM DCI Number
Notes
Take the portal into the Harper safehouse in Xorvinthal only to find it very unsafe. They were gathering relics, and they got something nasty that broke their brains. We need to gather shards of some object. Some guy named Ren had a shard to start with, and Dorian handed us one. I don't know Ren or Dorian from earlier adventures. Each shard is intelligent, and offers some power in exchange for... carrying it? Module forces at least one person to make the bargain with at least one shard, just so we can find the others. Because every ability a ranger has to find someone otherwise is blocked by plot. So Kartak makes the deal. Which was actually cool - bonuses for fighting in general, but especially aberrations. We killed some of the corrupted Harpers. Kartak knows what happens once that evil gets inside you. There's no coming back from that... but it turns out there was this time, as they all got better after we won in the end, so we revived the guys we had killed. Whatever. Random fight with a swarm that came out of the poison room in the safe house. Apparently those poison container things were eggs, and these are what hatched. Oops. We found another sliver (after working through a big sudoku, with ability checks to find clues around the room to help), but then we ran out of time to get any more pieces. It wasn't even close. No way this is a four hour module. So we marched to the final battle with only two shards... even though we knew the shards would combine themselves into a key that opens a bad door. Why not send one shade through the portal back to Harper HQ? Well, I guess it might have melted their brains. Anyhow, off we went. The shards combined (from a longer range than expected) and some aberrations opened a very bad door. We were overmatched and disorganized. Luckily we survived long enough to take out the big nasty that came through the door, and then everything else went away. So we won. Then some portal tore open in the sky and a pulsating elder brain dragon came through? Then it closed again. Foreshadowing, I guess. Story Awards Bond of Fellowship: You encountered three Harper agents during your time in Xorvintroth: Amri, Salros, Tua. Wren's Fate: Wren was captured by star spawn. At the end of the adventure, Wren was alive. The Stars Are Right: You helped the Painter find the information hidden in the pattern, and they've disappeared into Xorvintroth to use it.
Take the portal into the Harper safehouse in Xorvinthal only to find it very unsafe. They were gathering relics, and they got something nasty that broke their brains. We need to gather shards of some object. Some guy named Ren had a shard to start with, and Dorian handed us one. I don't know Ren or Dorian from earlier adventures. Each shard is intelligent, and offers some power in exchange for... carrying it? Module forces at least one person to make the bargain with at least one shard, just so we can find the others. Because every ability a ranger has to find someone otherwise is blocked by plot. So Kartak makes the deal. Which was actually cool - bonuses for fighting in general, but especially aberrations. We killed some of the corrupted Harpers. Kartak knows what happens once that evil gets inside you. There's no coming back from that... but it turns out there was this time, as they all got better after we won in the end, so we revived the guys we had killed. Whatever. Random fight with a swarm that came out of the poison room in the safe house. Apparently those poison container things were eggs, and these are what hatched. Oops. We found another sliver (after working through a big sudoku, with ability checks to find clues around the room to help), but then we ran out of time to get any more pieces. It wasn't even close. No way this is a four hour module. So we marched to the final battle with only two shards... even though we knew the shards would combine themselves into a key that opens a bad door. Why not send one shade through the portal back to Harper HQ? Well, I guess it might have melted their brains. Anyhow, off we went. The shards combined (from a longer range than expected) and some aberrations opened a very bad door. We were overmatched and disorganized. Luckily we survived long enough to take out the big nasty that came through the door, and then everything else went away. So we won. Then some portal tore open in the sky and a pulsating elder brain dragon came through? Then it closed again. Foreshadowing, I guess. Story Awards Bond of Fellowship: You encountered three Harper agents during your time in Xorvintroth: Amri, Salros, Tua. Wren's Fate: Wren was captured by star spawn. At the end of the adventure, Wren was alive. The Stars Are Right: You helped the Painter find the information hidden in the pattern, and they've disappeared into Xorvintroth to use it.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
[0] Potion of Invulnerability | Rare | Received at end | true | ||
For 1 minute after you drink this potion, you have Resistance to all damage. The potion's syrupy liquid looks like liquefied iron. (Used in DRW-20 Death of Szass Tam) | |||||
[1] Potion of Speed | Very Rare | Observatory | false | ||
When you drink this potion, you gain the Effect of the haste spell for 1 minute (no Concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. | |||||
[0] Spell Scroll of Sunburst | Common | Received from Dorian | true | ||
Does a chunk of damage, especially against undead. (Used in DRW-17) | |||||
Ring of Regeneration | Very Rare | I think it showed up at the end | true | ||
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality While wearing this ring, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Doesn't sound like much, but it's like taking a short rest all the time. Spend an hour climbing a mountain? Heal 6d6 hp. | |||||
Discord (plate armor +2) | Unique | Observatory, from the Painter | true | ||
Unique - can't be traded. Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can't be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as -60 degrees Fahrenheit. |