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Adventure Title
DDAL00-02f Lost Tales of Myth Drannor: The Definition of Heroism
Session
1
Date Played
2022-12-24 02:00:00 UTC
Levels Gained
GP +/-
6500
Downtime +/-
10.0
Location Played
Discord
DM Name
Dawn Starlight
DM DCI Number
4319611303
Notes
**Myth Drannor Explorer** You have entered the ruins of Myth Drannor and survived to tell the tale. While this is still considered a holy place for elves across Faerûn, others may be keenly interested in hearing of your exploits. When you stay at a tavern in a large city (such as the Yawning Portal in Waterdeep), you may make a DC 18 Charisma (Persuasion) check; if successful your drinks and lodging are paid for by the other patrons. If unsuccessful, you are stuck with the bar tab for everyone that night. High-ranking elves may have a dim view of your unsanctioned activities in Myth Drannor. At your DM’s discretion, your Charisma-based skill checks are made with disadvantage when dealing with elf nobles and very strong spellcasters. **Quaryl's Spellbooks** Quaryl has amassed a significant number of spells throughout the years, and the characters may retain one tome per character. Each tome is devoted to a single level of spells. Flipping through it, you find that it has one spell that you currently do not know (chosen by you from the Player’s Handbook). Attempting to leave Myth Drannor with Quaryl’s spellbooks results in the spellbook being teleported back to Quaryl’s lair ten days later, and any of Quaryl’s spellbooks that are removed from the Prime Material plane (including when the bearer is subjected to a teleportation effect) immediately rematerialize on a shelf in his lair. Efforts to reproduce these tomes always end in failure, with duplicates randomly catching fire, sprouting wings made of human hands, or something stranger. However, one can scribe from Quaryl’s Spellbooks into their own spellbook as per normal. **Lore of the Ages** The corrupted lorenorn Quaryl Tellasarim had amassed a wealth of arcane knowledge over the years. The tomes are worth a fair amount to collectors, but as they are first-hand accounts of direct interactions with the Weave the scholars and acolytes of Candlekeep would give a counter offer: a tenday of access to the great library’s vast resources in exchange for a full set of 6 tomes of a given school of magic. Alternately, you can turn in 3 sets of tomes in to Candlekeep in exchange for a 7th-level spell scroll of your choosing from an Adventurers League-approved source. If you attempt to surrender forgeries or duplicate copies to the acolytes at Candlekeep they will quickly discover your ruse. You will be ejected from Candlekeep until such time as you make a 10,000 gp donation or discover another campaign-approved method of removing this penalty.

Magic Items

Name Rarity Location Table Result Counts?
☐ Quaryl’s Codex (Tome of the Stilled Tongue) Legendary false
*Wondrous item, legendary (requires attunement by a wizard)* This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.