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Adventure Title
DDAL-DRW-15 Frozen Whispers
Session
Date Played
2025-05-12 18:47:00 UTC
Levels Gained
1
GP +/-
8333.33
Downtime +/-
10.0
Location Played
Dragon's Lair - Houston North
DM Name
Paul Menz
DM DCI Number
0410
Notes
Wil and the crew return to Xorvintroth with supplies, via teleportation, to find the Harper safehouse in disarray and Harper agents either fighting each other, sunken into despairing torpor, or hallucinating and weeping uncontrollably. With the help of Tua, Amri, and Salros, we find and calm Zehira, bring Remalia out of her delusions, tend to the junior harper agents, and then witness Soggy Wren grab a telepathic artifact crystal and sprinted off into the city at a speed that's nearly impossible for a Tabaxi. Only one of the several artifact pieces is still in the lab, a daggersized shard of silvery metal that telepathically introduces itself to Wil as "Rudrum" and offers Wil a bargain: Additional power to destroy evil while they are together, but some of Wil's perception and memory will be reduced while the bond is in place. Wil takes the bargain, though it never seems to come into play. Rudrum is one of 6 slivers of a key that keeps an ancient lesser Evil locked in magical ice, but that ice cage is failing and Rudrum insists we must find Wren and the remaining slivers to prevent invasion by the far realm creature. The adventurers set out to find Soggy Wren and the crystals that Wren took, but not without resistance. In the end, all six pieces of the Crystal form a singular keystone that Wil is able to use to release, then immediately banish The Shadow In The Ice to the far realm without loss of life on Toril. *Used 1 potion of Vitality. Gained one Potion of Speed & (1) Spell Scroll 8th Level (Sunburst) #### Story Award: Wren's Fate Wren was captured by star spawn, but remains alive. #### Story Award: 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?
Discord (Plate +2) Unique Ruins of Xorvintroth. Icewind Dale true
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.