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Adventure Title
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Session
1
1
Date Played
2023-02-04 13:59:00 UTC
2023-02-04 13:59:00 UTC
Levels Gained
GP +/-
850
850
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Daniel Chapman
Daniel Chapman
DM DCI Number
Notes
Reward: Quasit's Essence Optional rule, unique (requires attunement by a warlock with a quasit familiar) The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual. Quasit Familiar Ritual If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed Story Award: Favor of SEER If the characters choose to not sell the jade dagger, they may instead turn it over to SEER. If they do, they all earn her admiration, as this very dagger was lost during an expedition that, in her words; “went poorly”. The blade is a family heritage item and all that remains of her long-lost uncle, whom she refuses to name directly. SEER is willing to provide a character that has this story award with one spell scroll of second level or lower. If the character is a member of the Lords’ Alliance, they can instead choose a spell scroll of up to third level. If the character is a member of the Lords’ Alliance and is rank four or higher, they may instead choose a spell scroll of level 3 or lower and also receive a potion of heroism. Any spell chosen for this reward must be on the wizard spell list and cannot be a ritual. Once a reward is chosen, strike out this story award. Downtime Activity: Vergadain's Firespirits Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was in truth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s copse near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour.
Reward: Quasit's Essence Optional rule, unique (requires attunement by a warlock with a quasit familiar) The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual. Quasit Familiar Ritual If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed Story Award: Favor of SEER If the characters choose to not sell the jade dagger, they may instead turn it over to SEER. If they do, they all earn her admiration, as this very dagger was lost during an expedition that, in her words; “went poorly”. The blade is a family heritage item and all that remains of her long-lost uncle, whom she refuses to name directly. SEER is willing to provide a character that has this story award with one spell scroll of second level or lower. If the character is a member of the Lords’ Alliance, they can instead choose a spell scroll of up to third level. If the character is a member of the Lords’ Alliance and is rank four or higher, they may instead choose a spell scroll of level 3 or lower and also receive a potion of heroism. Any spell chosen for this reward must be on the wizard spell list and cannot be a ritual. Once a reward is chosen, strike out this story award. Downtime Activity: Vergadain's Firespirits Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was in truth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s copse near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| ☐ Potion of Superior Healing | Rare | DDAL05-08 Durlag’s Tower | true | ||
| You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 | |||||
| ☐ Potion of Frost Giant Strength | Rare | DDAL05-08 Durlag’s Tower | true | ||
| When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity Potion of Hill Giant Strength 21 Uncommon Potion of Frost Giant Strength 23 Rare Potion of Stone Giant Strength 23 Rare Potion of Fire Giant Strength 25 Rare Potion of Cloud Giant Strength 27 Very Rare Potion of Storm Giant Strength 29 Legendary | |||||
| ☐ Potion of Speed | Very Rare | DDAL05-08 Durlag’s Tower | true | ||
| Potion, very rare 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. | |||||
| ☐ Spell Scroll of Greater Invisibility | Rare | DDAL05-08 Durlag’s Tower | true | ||
| A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 14. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
| ☐ Potion of Invulnerability | Rare | DDAL05-08 Durlag’s Tower | true | ||
| For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. | |||||
| ☐ Staff of Thunder and Lightning | Common | DDAL05-08 Durlag’s Tower | true | ||
| Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire. | |||||