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Adventure Title
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Session
13
13
Date Played
2021-03-02 20:46:00 UTC
2021-03-02 20:46:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Corey Flynn
Corey Flynn
DM DCI Number
3320817719
3320817719
Notes
During a time that Wil is sojourning with Jaxx the ever-sleepy bugbear, Ember the Imbiber, and Aravahn, Cleric of Corelleon, undead attack their caravan in the hills between Hillsfar and Mulmaster. The revenant's last whisper is of the treasure of Solina, an item named the *Dawnfire*. We discover a Zhentarim agent amongst the caravan members who is in posession of a sunblade named *Dawnfire*. The priceless treasure was uncovered in a Zhent archaeology *(cough, grave robbing)* expedition; this culprit has been pursued for days by the revenants of the paladin order who once guarded the holy weapon. We come to learn that two members of the caravan have been taken back to the Barrows of Solina and Jaxx the ever-resourceful Bugbear uses a bead from a blessed necklace to turn us to vapor so that we may travel faster than the winds. Moving so quickly, we find ourselves stopping at a local farm for directions, where Grandfather Murphy Cord tells us two of the Cord's children are now missing from that area. Wil promises the village elder that they will enter the mounds to look for the children and mount a rescue if they are able. Within the barrow, the adventurers discover all four missing persons on trial for the crimes of the single Zhentarim thief. In order to protect the innocent Cord children, Wil invokes trial by combat and faces the revenant of Alisandre Solina, paladin and Lady Arbiter of the Order of Dawnfire. Wil fights their finest duel yet, parrying or avoiding all but a single critical stroke from the storied warrior, and that fearsome and lethal blow only mitigated with their adamantine armor and a careful Warding Maneuver. After much swordplay, Wil manages to disarm Dame Solina of her greatsword and Alisandre yields. Before she retires to Celestia, her last wish is that we bring the Barrow down to lock in her foe, the frost giant death shaman Vornjolnir the Harrowed King. As we approach to the second warding stone to begin the implosion, a vile devourer rises from the red rime of the floor above. Necrotic waves and punishing strikes knock Wil unconscious, but Jaxx the ever-faithful Bugbear brings them to their feet with the use of that same blessed necklace of prayer beads. Reeling from the fiend's onslaught, we manage to dispatch it and escape the collapse. The only items Wil and Jaxx the ever-industrious Bugbear could save from the barrow of Solina are the sunblade *Dawnfire*, and a tapestry with the ancient order's emblem. Thankful that we have saved the mortals, the children are returned home safe *(if a bit traumatized.)* Wil declines the offered reward of these good and humble folk. Wil and Jaxx the ever-pragmatic Bugbear do, however, turn the grave robber over to the Order of the Gauntlet and Harpers for interogation, sentencing, and/or prisoner exchange with the Zhentarim. ####Story Award: Solina's Blessing In the event that you come across Vornjolnir's machinations or the Harrowed King's relics, know that Solina’s blessing is upon you. * Gained a Potion of Superior Healing
During a time that Wil is sojourning with Jaxx the ever-sleepy bugbear, Ember the Imbiber, and Aravahn, Cleric of Corelleon, undead attack their caravan in the hills between Hillsfar and Mulmaster. The revenant's last whisper is of the treasure of Solina, an item named the *Dawnfire*. We discover a Zhentarim agent amongst the caravan members who is in posession of a sunblade named *Dawnfire*. The priceless treasure was uncovered in a Zhent archaeology *(cough, grave robbing)* expedition; this culprit has been pursued for days by the revenants of the paladin order who once guarded the holy weapon. We come to learn that two members of the caravan have been taken back to the Barrows of Solina and Jaxx the ever-resourceful Bugbear uses a bead from a blessed necklace to turn us to vapor so that we may travel faster than the winds. Moving so quickly, we find ourselves stopping at a local farm for directions, where Grandfather Murphy Cord tells us two of the Cord's children are now missing from that area. Wil promises the village elder that they will enter the mounds to look for the children and mount a rescue if they are able. Within the barrow, the adventurers discover all four missing persons on trial for the crimes of the single Zhentarim thief. In order to protect the innocent Cord children, Wil invokes trial by combat and faces the revenant of Alisandre Solina, paladin and Lady Arbiter of the Order of Dawnfire. Wil fights their finest duel yet, parrying or avoiding all but a single critical stroke from the storied warrior, and that fearsome and lethal blow only mitigated with their adamantine armor and a careful Warding Maneuver. After much swordplay, Wil manages to disarm Dame Solina of her greatsword and Alisandre yields. Before she retires to Celestia, her last wish is that we bring the Barrow down to lock in her foe, the frost giant death shaman Vornjolnir the Harrowed King. As we approach to the second warding stone to begin the implosion, a vile devourer rises from the red rime of the floor above. Necrotic waves and punishing strikes knock Wil unconscious, but Jaxx the ever-faithful Bugbear brings them to their feet with the use of that same blessed necklace of prayer beads. Reeling from the fiend's onslaught, we manage to dispatch it and escape the collapse. The only items Wil and Jaxx the ever-industrious Bugbear could save from the barrow of Solina are the sunblade *Dawnfire*, and a tapestry with the ancient order's emblem. Thankful that we have saved the mortals, the children are returned home safe *(if a bit traumatized.)* Wil declines the offered reward of these good and humble folk. Wil and Jaxx the ever-pragmatic Bugbear do, however, turn the grave robber over to the Order of the Gauntlet and Harpers for interogation, sentencing, and/or prisoner exchange with the Zhentarim. ####Story Award: Solina's Blessing In the event that you come across Vornjolnir's machinations or the Harrowed King's relics, know that Solina’s blessing is upon you. * Gained a Potion of Superior Healing
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Dawnfire (Sun Blade) | Rare | Barrows of Solina, once borne by Alisandre Solina, paladin and Lady Arbiter of the Order of Dawnfire. | true | ||
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. *The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.* **An argument can be made that it has a blue blade https://ironharvest.obsidianportal.com/items/the-dawnfire-sun-blade** This item can be found in the Dungeon Master’s Guide. |