Lyria to Barovia

Season:
historic
Race:
Aasimar
Class:
Cleric of Shar, tempest
Background:
Lifestyle:
Modest
Current Level:
12
Total GP:
37530
Total Downtime:
339
Tag:
BAROVIA
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
28
Magic Item Limit:
6
Whip of warning (U, A),
Glamoured Studded Leather +1 (R),
Wand of Binding (R, A),
Driftglobe (U),
Dagger of Venom (R),
Sapphire Buckler (VR,A),
Amulet of the Devout +2 (R,A),
Ring of Free Action (R,A),
Ioun Stone of Protection (R,A),
Death's Head (Mace of Disruption) (R,A),
Soul coin,
Staff of Charming (R,A),
Brooch of Shielding,
Ioun stone of protection (R,A),
Driftwood Staff (Staff of Healing) (R,A),
Ring of Protection (R,A),
Sentinel Shield (U),
Wand of Conducting (C),
Rod of Rulership (R-A),
Mithril Plate armor (U),
Wand of Magic Missiles (U),
Bag of Holding (U),
Gauntlets of Ogre Power (U-A),
Dagger of Venom (R),
Nolzur's Marvelous Pigments (VR),
Dodecahedron of Doom (R),
Orb of Gonging (C),
Dwarven Thrower (VR-A)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▼ Magic Items
2024-09-07 22:56 Dungeon of the Mad Mage T2 23 1632 10 Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Kristian, Felix, tiefling
Bona Fide, Stone, shadar kai
Charlie, Jack, human fighter

Looking for a bronze dragon galistae.
Jack, Felix and Stone showed up through a portal.
Investigating room across. Stone found secret room w treasure. He mage handed the potion on top, Lyria tipped over the rest but managed to catch most of it. Chests of coins. Counting coins, taking as much as possible. Potion of Firebreath.
Moving on through the next couple of doors we have completed the circle of this floor. Explored dusty room we passed last time.
A corridor on the west side led to a stair going down.
Stone forgot to take the coin on the first door. Furnished room, a 5” bottle with a ship in it. Portrait of mad mage above. Stone and Jack carrying the bottle.
New door, no coin! Giant fiddle in the corner. Man trapped in it? Felix pushes the fiddle over and breaks it. Naked wizard, Zartem. Was drugged at dinner and trapped. Not hungry.
Maddgoth, a wizard lives here. Zartem comes with us.
Bedroom, canopy bed, chest of drawers. Smelling of charcoal. Charred corpse in the bed, not identifyable. Surroundings not firedamaged. Puff of smoke and giggling in the hallway. Can’t find anyone.
Next door, no coin, no traps. Mindflayer standing completely still, tentacles wiggling. Tiziano had mind conversation with the sword of the mind flayer. Several voices, confusion.
Zartem moves down the corridor to a door and opens it. A voice in our head says, “It was fun while it lasted”. Room, console with 3 levers (up, down and middle pos.). Brass buttons in pentagram w descriptions. “Do not press”.
Levers: Courtyard(up), light (down), heat (up), music, roof, fog, lockdown, do not press.
Fight w Zartem, hiding greatsword under the cloak. Naked wizard w greatsword?
Invisible draconic creature (Stone see it).
Naked wizard falls, revealing a grey slaad. Lyria chases the draconic form, large dragon.
Metallic clunking noise. Mechanical creature coming from North. Big metal hunk is floating in the air. Was killed.
Running after invisible dragons.
Giant fairydragon! (three) Jack kills it.
Checking room, portal, guy with torch. Lyria casts augury and gets voice in head. “I don’t think you should come through here just yet”. Recovers all spent spell slots!
Platinum coin door. Stained glass M.
Master bedroom, big creature snoring loudly. Lyria finds nothing in the wardrobe. Wands from portraits activates on Detect magic. Easy kills.
Tiziano’s sword critted.
Stairs down, one each way, choosing left.
First door silver coin, second no coin. Coin door, clean and boring storeroom.
Piles of clay bricks w auras. Lyria builds a medium chest who is a mimic. Small room w oven, further door to corridor.
Locked door with no lock.
Room in corridor with no coin. Hardwood cabinets. Metal creature. Left.
Room no coin, bathroom. Reading material. Homunculus metal creature. Stone talks to it. Opens door. Wands, orbs, stuff. Stone framed mirror decorated with yawning homunculus. Furniture made from Spellbooks, manage to free 12 between Stone and Felix.
Homunculus hands magic helmet to Stone (who hands it to Lyria, who attunes to it).
Maddgoth's Helm (story item)
Wondrous item, very rare (requires attunement by a humanoid)
creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.
Potion of Fire Breath.
703 GP
Pet mimic chest disappears after one hour.
Lyria is devastated.

2024-09-21 21:48 Dungeon of the Mad Mage T2 24 2040 10 Wand of Conducting (C) Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Bona Fide, Stone, shadar kai
Kknutzen, Cael,
Emil, Erik

2x augury
Reaction 10d6 damage reduce
Maddgoth's Helm
Wondrous item, very rare (requires attunement by a humanoid)
A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.

2024-10-19 23:05 Dungeon of the Mad Mage floor 8 T2 1226 10 Rod of Rulership (R-A) Show

Kknutzen, Cael,
YesAdMan, Stronghammer, orc, plate, paladin, w horse and sprite
FotD, Tizian,
Bone Fides, Stone, shadar kai,
Simira, Lyria, aasimar, tempest cleric 10

2 augury
1 damage reduction 12 hrs
From floor 7 to floor 8
Galistae, bronze dragon went down to confront Vanrak, got corrupted.
Precipice, marshy area. Humid.
Ghost Yoastal. Shadowkeep?
Favor to find rest. Snakes, nagas. Point southeast.
Allies. Three?
Two drow, charmed. House Freth’s. Nagas can charm people, they have a gathering.
Big bony ones, allies? Freeing slaves, killed one naga and a bone naga. Other one dimension doored away.
Talking to bullywugs.
Their king is a Slaag. He is towards east.

2024-11-02 22:57 Dungeon of the Mad Mage T2 floor 8+9 26 686 10 Headband of Intellect (U-A) Show

DM snooze
Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
TaC, Ninlar, cleric
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Lyria: 2x augury
11 hrs damage reduction

Ninlar falls into the swamp
Baine goes down a slope in a bucket, rope snaps, falls down into the swamp on Ninlar.
We’re going to kill the bullywug slaad kind.
Going northeast. Spectral naga fighting yuan-ti. We are yuan-ti? Fighting Naga, Lyria coming to herself, naga dies. It was back in time, the bone naga that we killed earlier.
A mirror surrounded by interlocking gears in a dead end to the north. Another portal? There’s a rune within the portal. Rune means war?

Moving north. Lots of bullywug and frogs.
Slaad, short chat. Will not leave. Hydra comes in. Both died.
King has headband that is magical. Headband of intellect. Ninlar cast aid on Ninlar, Cael and Lyria 20 hp.
Platinum holy symbol snake with fang.
Lyria found hydra poo hole.
Return to bullywugs. Ungrateful, but gives us a jade thingy.
Akademy of wizards not far below. Nerds, they may have more knowledge of Vanrakdoom.
Ninlar tries to turn the ghost, she flies away.
Going south in circles looking for the naga. Found some undead, flesh golem and a raven on its shoulder.
Human nerd and minotaur skeleton appears. Knows about Vanrakdoom far down.
Naga tends to keep to the east.
23 floors. Vanrakdoom is not on floor 9. Below the 16th floor.
We borrow the raven to find the last naga, it’s in a hidden tunnel we avoided. Killed quickly. Statue makes a hissing noise, Stone touches it and gets to ask a question. He asks where the dragon is.
“Beyond where a mind can survive unprotected where you may face Waterdeep once more. “
We’re on LEVEL 9!
Lobby with alarm spell, waiting room. Notes on doors with “Wait here”, “W/C”. A floating arm, of Manshoon. People clean up in the bath. Halaster comes out and asks us to join the school. Stone joins. The rest are asked to clean up after a student that summoned a chain devil.
Ask for the way to Yarack.
Cael gets his scarf signed by Manshoon.
We move into the school and south, Cael gets hit by poison dart. Boy and half-ogre in a room, tells us to go further south to double doors.
Aid will last.
Session about 2 hrs.

2024-11-16 22:47 Dungeon of the Mad Mage T2 27 1 700 10 Show

Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
Emil, Erik, dwarf barb
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Eric, 1 augury
Lyria, 2 augury
Once within the next 10 hours, the target can use its reaction to reduce the damage it takes from one source by 10d6
Going south in school.
Erik appears through a door, he’s walked for days from the Giants.
Stone get told off by Halaster and failed his exam.
Erik opens a door and talks to a mindflayer. He wants the brain of Spite Harrowdale, human male. He has information about financial values in exchange.
Double doors, se golem and woman and floating brains.
More double doors. Erik opens doors and it kreeks open. Quiet room, copper tubes, labelled: Turbulence, Violence, Karstis, Yarek, Spite, Skrianna, Vacant, Cephalossk, Vacant, Nylas, Halaster, Wormriddle, Guest Lecturer.
Double doors, another set of double doors, room w cells, down to the statue, turn right (west), open door, use eyes.
Lyria checks the dragonboen statue.
Inscription: Follow the rules. Obey your instructors. Don’t be this guy.
Cael cast greater restoration. Drakthar Steelclaw. Erik makes him free the goblins. They get the directions to outside.
He cast darkvision on Cael.
Found room with bloodied curtains and a body. False wall to the north, bone devil. Erik barters for a contract.
Kill devil, Halaster appears. He is in a good mood. Stone asks about the library.
Through south door, secret door, tunnell, secret door.
Return to professor and take the other exit, double doors on …
Leading us a long way around. Erik stays behind. Stone’s room for rest? Training room w statues. Keep in mind sometimes surrender should be an option. Kitchen. Corridoor to library, do not enter unaccompanied.
Cael conversation w Halaster about dreams. Vanrakdoom? Talk to the mindflayer?
Resting in Stone’s room. Cael sends a lovely map to Erik. Stone returns for a rest, finds a note. Note to Elan from little brother? Drow house House Tanor’thal.

Meet co-student on the way out. Spite Harrowdale. We tell about the mindflayer.
Professor Wyrmriddle does transmutation.
We go back to the dead body of Yarek, and open the south door.
Portal: A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Cael also finds a secret door.
Volcano.
Reactivating the portal, new rune. Going through all of them. Moving on through secret doors and decide to descend the stairs.

2025-01-25 23:10 DDHC-DMM Dungeon of the Mad Mage fl 10 29 438 10 Mithril Plate armor (U), Piwafwi (Cloak of Elvenkind)(U-A) Show

Kknutzen, Cael, bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
Martin, Tiziano, tortle barb 11
TaC, Olucka, lvl 13

Don’t trust Ayrundar. Offer halfling slaves for killing scorpion guy Muriel.
Warning guy from house Freth. Free fellow spy before murdering the leader.
One fight done with undead and scorpion guy, scorpion guy ran away.
Floor 10
Lyria has 2 augury.

Entering torture room with 3 drow and one spy drow prisoner, straight attack. Mage dimension doors.
Trobriand, previous apprentice of Halaster, is building an army of constructs, ring for controlling them and have crafted rings of lesser power for his apprentices. (see handout)
Next room is empty, Lyria finds a scroll case in the fireplace.
Moving down towards the main room where the leader is. Olucka strays off and encounters many spiders and drow. Erik moves down and sees some spiders. Double encounter.
(Drow matron name Vlonwelv)

Purple drow
Many Pink Giant winged spiders
Blue drow (3 remaining, how many?)
3 pink non winged spiders
Drow lady in white dress
3 Green regular drow
4 red Giant spiders
2 ally drow (Zaron and?)
1 scary spider with name
More pink giant spiders climbing
Szress, prone drow, murder drow
7 Purple drow
3 purple drow mages
5 purple lizards
2 yellow drow
3 red shooting drow (6 from start)

Some was let to run.

Locked in lieutenant and freed halfling slaves.
Mithril plate armor from lieutenant.
Scroll of Hold Person

2025-02-08 21:23 Dungeon of the Mad Mage T3 30 4790 10 Gauntlets of Ogre Power (U-A) Show

Kknutzen, Cael, aasimar bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
TaC, Olucka, duergar rogue lvl 13
Bluehell, Derus, elf, fighter/wizard

House Ayvrundar is eradicated.
Derus falls from the roof onto Erik.
Floor 10.
Lyria, 2 Augury
Erik 1 Augury
22 hrs Heroes Feast
6,5 hours oil of slipperiness
Drow of house Freth leaves.
Water fountain, statues of gods.
Troglodytes celebrating to the west.

Door to the south. Temple under restoration. Erik tries to deface a statue of Lolth and is paralyzed and fell down.
Through the next door is a hallway, and further a sick bay. We chase away the sick drow. Storage room next, with a tunnel up north. We go back to check the north door.
North door in hallway leads to council room-ish? Door to bed chamber, and spider room. Tunnel from here leads to some of a maze, one dead end, one tunnel to the storage room. Comes out in a gallery. A cold room with undead to the north, Lyria scares them away. Dead end w dead dwarf and magic gauntlets up north.
Tunnel back, turn further north. Empty Troglodyte lair? Come back round to where we were before, cleaning up a room of zombies eating dead bodies. Moving back further north looking for the “Apprentice” creature. (Muriel)
Long corridor with doors.
Door 1, Eilistrae altar. Hymn playing. The Hymn is the key. D-minor.
Door 2, room of darkness, Vhareun.
Door 3, bloodstained altar, Selvetarm
Door 4, Kieransalee, goddess of undeath
Door 5, oozes, Ghaunadaur, a god of subterranean horrors,
Altar, two hook horror statues beside the dais, mirror carved to look like Halaster. “Flattery will get you everywhere”. Erik flatters the mirror and a gate opens to a corridor. Erik steps in, and ends up in a shaft, falling 60 ft.
Exploring quarters to the north. Mirror gate with Etched into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W.
North, end room with statue. Touch to teleport. Statues in love.
Big room with floor of skulls. Skulls crushing when walking on them. Investigating door to the south. Large room with pillars, and two large drow creatures. In the next room, a Statue of Eilistrae should be holding something. A sword?
Following corridor east and north. Circling around to the large skull room, there are lifelike statues of drow warriors.

The opposite door leads to a large exercise room with a large mirror (gate) to the north. Four dead dwarves in a half circle. Lump in the chest or one appears to be a big emerald with a small imperfection in it shaped like a spider. Worth a decent bit.
Erik not crying and begging for Greater Restoration to be able to heal after going through a gate.
4825gp
Gauntlets of Ogre Power.

Retrieve a Runestone Fragment
Volothamp Geddarm introduces the characters to a friend of his: a young captain of the City Watch named Jalester Silvermane.
Jalester tells the characters that he wants a fragment of the Runestone saying its recovery will help to ensure Waterdeep’s security. He describes the Runestone as a large, glowing, disk-shaped gem with Halaster’s rune floating in it. It was created by Halasar and secreted away in the depths of Undermountain
He does not mention a monetary reward for delivering a Runestone fragment to him; instead, Jalester offers the characters his lasting friendship—which can bring many benefits, considering his position in the City Watch.

2020-12-29 19:16 Purchase Log -100 -1 Show Purchase

2x healing potions

2022-08-31 20:46 Trade Log -5 Vault of the Eefreti (Portable hole) (R) > Amulet of the Devout +2 (R,A) Show Trade Log

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Wondrous item, rare

This fine orange cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

2025-01-27 14:08 Trade Log -5 Piwafwi (Cloak of Elvenkind)(U-A) > Wand of Magic Missiles (U) Show Trade Log

Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

DDHC-DMM Dungeon of the Mad Mage fl 10, trade w Lyria

2024-02-11 14:34 Trade Log -5 Bracers of Defense (R,A) > Ring of Protection (R,A) Show Trade Log

Bracers of Defense
Wondrous Item, rare (requires attunement)
These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide.

2022-02-13 16:30 Trade Log -5 Cape of the Mountebank (R) > Studded Leather Armor +1 (R) Show Trade Log

Cape of the Mountebank Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears.

2023-02-25 16:15 Trade Log -5 Studded Leather Armor +1 (R) > Death's Head (Mace of Disruption) (R,A) Show Trade Log

User: Martin
DCI: 4319102791
Character: Maledict
Name: Studded Leather Armor +1
Rarity: rare
Location: Fai Chen

2025-01-27 14:13 Trade Log -5 Headband of Intellect (U-A) > Bag of Holding (U) Show Trade Log

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

2023-03-10 19:06 Trade Log -5 Boots of Elvenkind (U) > Brooch of Shielding Show Trade Log

Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. A description of this item can be found in the Dungeon Master’s Guide. These light boots are made of supple, green leather and accented with dead leaves. They are constantly covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of cleaning (magical or otherwise) removes the filth.

2023-02-10 15:20 Trade Log -5 Ring of Spell storing (R,A) > Ioun Stone of Protection (R,A) Show Trade Log

DDAL04-08 The Broken One
Notes:Player Handout 2: Ring of Spell Storing Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found it contains remove curse. Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing the space. The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.

Date Played Adventure Title Tier Session ACP TCP Downtime ▼ Renown
2024-09-07 22:56 Dungeon of the Mad Mage T2 23 10 Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Kristian, Felix, tiefling
Bona Fide, Stone, shadar kai
Charlie, Jack, human fighter

Looking for a bronze dragon galistae.
Jack, Felix and Stone showed up through a portal.
Investigating room across. Stone found secret room w treasure. He mage handed the potion on top, Lyria tipped over the rest but managed to catch most of it. Chests of coins. Counting coins, taking as much as possible. Potion of Firebreath.
Moving on through the next couple of doors we have completed the circle of this floor. Explored dusty room we passed last time.
A corridor on the west side led to a stair going down.
Stone forgot to take the coin on the first door. Furnished room, a 5” bottle with a ship in it. Portrait of mad mage above. Stone and Jack carrying the bottle.
New door, no coin! Giant fiddle in the corner. Man trapped in it? Felix pushes the fiddle over and breaks it. Naked wizard, Zartem. Was drugged at dinner and trapped. Not hungry.
Maddgoth, a wizard lives here. Zartem comes with us.
Bedroom, canopy bed, chest of drawers. Smelling of charcoal. Charred corpse in the bed, not identifyable. Surroundings not firedamaged. Puff of smoke and giggling in the hallway. Can’t find anyone.
Next door, no coin, no traps. Mindflayer standing completely still, tentacles wiggling. Tiziano had mind conversation with the sword of the mind flayer. Several voices, confusion.
Zartem moves down the corridor to a door and opens it. A voice in our head says, “It was fun while it lasted”. Room, console with 3 levers (up, down and middle pos.). Brass buttons in pentagram w descriptions. “Do not press”.
Levers: Courtyard(up), light (down), heat (up), music, roof, fog, lockdown, do not press.
Fight w Zartem, hiding greatsword under the cloak. Naked wizard w greatsword?
Invisible draconic creature (Stone see it).
Naked wizard falls, revealing a grey slaad. Lyria chases the draconic form, large dragon.
Metallic clunking noise. Mechanical creature coming from North. Big metal hunk is floating in the air. Was killed.
Running after invisible dragons.
Giant fairydragon! (three) Jack kills it.
Checking room, portal, guy with torch. Lyria casts augury and gets voice in head. “I don’t think you should come through here just yet”. Recovers all spent spell slots!
Platinum coin door. Stained glass M.
Master bedroom, big creature snoring loudly. Lyria finds nothing in the wardrobe. Wands from portraits activates on Detect magic. Easy kills.
Tiziano’s sword critted.
Stairs down, one each way, choosing left.
First door silver coin, second no coin. Coin door, clean and boring storeroom.
Piles of clay bricks w auras. Lyria builds a medium chest who is a mimic. Small room w oven, further door to corridor.
Locked door with no lock.
Room in corridor with no coin. Hardwood cabinets. Metal creature. Left.
Room no coin, bathroom. Reading material. Homunculus metal creature. Stone talks to it. Opens door. Wands, orbs, stuff. Stone framed mirror decorated with yawning homunculus. Furniture made from Spellbooks, manage to free 12 between Stone and Felix.
Homunculus hands magic helmet to Stone (who hands it to Lyria, who attunes to it).
Maddgoth's Helm (story item)
Wondrous item, very rare (requires attunement by a humanoid)
creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.
Potion of Fire Breath.
703 GP
Pet mimic chest disappears after one hour.
Lyria is devastated.

2024-09-21 21:48 Dungeon of the Mad Mage T2 24 10 Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Bona Fide, Stone, shadar kai
Kknutzen, Cael,
Emil, Erik

2x augury
Reaction 10d6 damage reduce
Maddgoth's Helm
Wondrous item, very rare (requires attunement by a humanoid)
A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.

2024-10-19 23:05 Dungeon of the Mad Mage floor 8 T2 10 Show

Kknutzen, Cael,
YesAdMan, Stronghammer, orc, plate, paladin, w horse and sprite
FotD, Tizian,
Bone Fides, Stone, shadar kai,
Simira, Lyria, aasimar, tempest cleric 10

2 augury
1 damage reduction 12 hrs
From floor 7 to floor 8
Galistae, bronze dragon went down to confront Vanrak, got corrupted.
Precipice, marshy area. Humid.
Ghost Yoastal. Shadowkeep?
Favor to find rest. Snakes, nagas. Point southeast.
Allies. Three?
Two drow, charmed. House Freth’s. Nagas can charm people, they have a gathering.
Big bony ones, allies? Freeing slaves, killed one naga and a bone naga. Other one dimension doored away.
Talking to bullywugs.
Their king is a Slaag. He is towards east.

2024-11-02 22:57 Dungeon of the Mad Mage T2 floor 8+9 26 10 Show

DM snooze
Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
TaC, Ninlar, cleric
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Lyria: 2x augury
11 hrs damage reduction

Ninlar falls into the swamp
Baine goes down a slope in a bucket, rope snaps, falls down into the swamp on Ninlar.
We’re going to kill the bullywug slaad kind.
Going northeast. Spectral naga fighting yuan-ti. We are yuan-ti? Fighting Naga, Lyria coming to herself, naga dies. It was back in time, the bone naga that we killed earlier.
A mirror surrounded by interlocking gears in a dead end to the north. Another portal? There’s a rune within the portal. Rune means war?

Moving north. Lots of bullywug and frogs.
Slaad, short chat. Will not leave. Hydra comes in. Both died.
King has headband that is magical. Headband of intellect. Ninlar cast aid on Ninlar, Cael and Lyria 20 hp.
Platinum holy symbol snake with fang.
Lyria found hydra poo hole.
Return to bullywugs. Ungrateful, but gives us a jade thingy.
Akademy of wizards not far below. Nerds, they may have more knowledge of Vanrakdoom.
Ninlar tries to turn the ghost, she flies away.
Going south in circles looking for the naga. Found some undead, flesh golem and a raven on its shoulder.
Human nerd and minotaur skeleton appears. Knows about Vanrakdoom far down.
Naga tends to keep to the east.
23 floors. Vanrakdoom is not on floor 9. Below the 16th floor.
We borrow the raven to find the last naga, it’s in a hidden tunnel we avoided. Killed quickly. Statue makes a hissing noise, Stone touches it and gets to ask a question. He asks where the dragon is.
“Beyond where a mind can survive unprotected where you may face Waterdeep once more. “
We’re on LEVEL 9!
Lobby with alarm spell, waiting room. Notes on doors with “Wait here”, “W/C”. A floating arm, of Manshoon. People clean up in the bath. Halaster comes out and asks us to join the school. Stone joins. The rest are asked to clean up after a student that summoned a chain devil.
Ask for the way to Yarack.
Cael gets his scarf signed by Manshoon.
We move into the school and south, Cael gets hit by poison dart. Boy and half-ogre in a room, tells us to go further south to double doors.
Aid will last.
Session about 2 hrs.

2024-11-16 22:47 Dungeon of the Mad Mage T2 27 10 Show

Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
Emil, Erik, dwarf barb
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Eric, 1 augury
Lyria, 2 augury
Once within the next 10 hours, the target can use its reaction to reduce the damage it takes from one source by 10d6
Going south in school.
Erik appears through a door, he’s walked for days from the Giants.
Stone get told off by Halaster and failed his exam.
Erik opens a door and talks to a mindflayer. He wants the brain of Spite Harrowdale, human male. He has information about financial values in exchange.
Double doors, se golem and woman and floating brains.
More double doors. Erik opens doors and it kreeks open. Quiet room, copper tubes, labelled: Turbulence, Violence, Karstis, Yarek, Spite, Skrianna, Vacant, Cephalossk, Vacant, Nylas, Halaster, Wormriddle, Guest Lecturer.
Double doors, another set of double doors, room w cells, down to the statue, turn right (west), open door, use eyes.
Lyria checks the dragonboen statue.
Inscription: Follow the rules. Obey your instructors. Don’t be this guy.
Cael cast greater restoration. Drakthar Steelclaw. Erik makes him free the goblins. They get the directions to outside.
He cast darkvision on Cael.
Found room with bloodied curtains and a body. False wall to the north, bone devil. Erik barters for a contract.
Kill devil, Halaster appears. He is in a good mood. Stone asks about the library.
Through south door, secret door, tunnell, secret door.
Return to professor and take the other exit, double doors on …
Leading us a long way around. Erik stays behind. Stone’s room for rest? Training room w statues. Keep in mind sometimes surrender should be an option. Kitchen. Corridoor to library, do not enter unaccompanied.
Cael conversation w Halaster about dreams. Vanrakdoom? Talk to the mindflayer?
Resting in Stone’s room. Cael sends a lovely map to Erik. Stone returns for a rest, finds a note. Note to Elan from little brother? Drow house House Tanor’thal.

Meet co-student on the way out. Spite Harrowdale. We tell about the mindflayer.
Professor Wyrmriddle does transmutation.
We go back to the dead body of Yarek, and open the south door.
Portal: A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Cael also finds a secret door.
Volcano.
Reactivating the portal, new rune. Going through all of them. Moving on through secret doors and decide to descend the stairs.

2025-01-25 23:10 DDHC-DMM Dungeon of the Mad Mage fl 10 29 10 Show

Kknutzen, Cael, bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
Martin, Tiziano, tortle barb 11
TaC, Olucka, lvl 13

Don’t trust Ayrundar. Offer halfling slaves for killing scorpion guy Muriel.
Warning guy from house Freth. Free fellow spy before murdering the leader.
One fight done with undead and scorpion guy, scorpion guy ran away.
Floor 10
Lyria has 2 augury.

Entering torture room with 3 drow and one spy drow prisoner, straight attack. Mage dimension doors.
Trobriand, previous apprentice of Halaster, is building an army of constructs, ring for controlling them and have crafted rings of lesser power for his apprentices. (see handout)
Next room is empty, Lyria finds a scroll case in the fireplace.
Moving down towards the main room where the leader is. Olucka strays off and encounters many spiders and drow. Erik moves down and sees some spiders. Double encounter.
(Drow matron name Vlonwelv)

Purple drow
Many Pink Giant winged spiders
Blue drow (3 remaining, how many?)
3 pink non winged spiders
Drow lady in white dress
3 Green regular drow
4 red Giant spiders
2 ally drow (Zaron and?)
1 scary spider with name
More pink giant spiders climbing
Szress, prone drow, murder drow
7 Purple drow
3 purple drow mages
5 purple lizards
2 yellow drow
3 red shooting drow (6 from start)

Some was let to run.

Locked in lieutenant and freed halfling slaves.
Mithril plate armor from lieutenant.
Scroll of Hold Person

2025-02-08 21:23 Dungeon of the Mad Mage T3 30 10 Show

Kknutzen, Cael, aasimar bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
TaC, Olucka, duergar rogue lvl 13
Bluehell, Derus, elf, fighter/wizard

House Ayvrundar is eradicated.
Derus falls from the roof onto Erik.
Floor 10.
Lyria, 2 Augury
Erik 1 Augury
22 hrs Heroes Feast
6,5 hours oil of slipperiness
Drow of house Freth leaves.
Water fountain, statues of gods.
Troglodytes celebrating to the west.

Door to the south. Temple under restoration. Erik tries to deface a statue of Lolth and is paralyzed and fell down.
Through the next door is a hallway, and further a sick bay. We chase away the sick drow. Storage room next, with a tunnel up north. We go back to check the north door.
North door in hallway leads to council room-ish? Door to bed chamber, and spider room. Tunnel from here leads to some of a maze, one dead end, one tunnel to the storage room. Comes out in a gallery. A cold room with undead to the north, Lyria scares them away. Dead end w dead dwarf and magic gauntlets up north.
Tunnel back, turn further north. Empty Troglodyte lair? Come back round to where we were before, cleaning up a room of zombies eating dead bodies. Moving back further north looking for the “Apprentice” creature. (Muriel)
Long corridor with doors.
Door 1, Eilistrae altar. Hymn playing. The Hymn is the key. D-minor.
Door 2, room of darkness, Vhareun.
Door 3, bloodstained altar, Selvetarm
Door 4, Kieransalee, goddess of undeath
Door 5, oozes, Ghaunadaur, a god of subterranean horrors,
Altar, two hook horror statues beside the dais, mirror carved to look like Halaster. “Flattery will get you everywhere”. Erik flatters the mirror and a gate opens to a corridor. Erik steps in, and ends up in a shaft, falling 60 ft.
Exploring quarters to the north. Mirror gate with Etched into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W.
North, end room with statue. Touch to teleport. Statues in love.
Big room with floor of skulls. Skulls crushing when walking on them. Investigating door to the south. Large room with pillars, and two large drow creatures. In the next room, a Statue of Eilistrae should be holding something. A sword?
Following corridor east and north. Circling around to the large skull room, there are lifelike statues of drow warriors.

The opposite door leads to a large exercise room with a large mirror (gate) to the north. Four dead dwarves in a half circle. Lump in the chest or one appears to be a big emerald with a small imperfection in it shaped like a spider. Worth a decent bit.
Erik not crying and begging for Greater Restoration to be able to heal after going through a gate.
4825gp
Gauntlets of Ogre Power.

Retrieve a Runestone Fragment
Volothamp Geddarm introduces the characters to a friend of his: a young captain of the City Watch named Jalester Silvermane.
Jalester tells the characters that he wants a fragment of the Runestone saying its recovery will help to ensure Waterdeep’s security. He describes the Runestone as a large, glowing, disk-shaped gem with Halaster’s rune floating in it. It was created by Halasar and secreted away in the depths of Undermountain
He does not mention a monetary reward for delivering a Runestone fragment to him; instead, Jalester offers the characters his lasting friendship—which can bring many benefits, considering his position in the City Watch.

2020-12-29 19:16 Purchase Log -1 Show Purchase

2x healing potions

2022-08-31 20:46 Trade Log -5 Show Trade Log

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Wondrous item, rare

This fine orange cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

2025-01-27 14:08 Trade Log -5 Show Trade Log

Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

DDHC-DMM Dungeon of the Mad Mage fl 10, trade w Lyria

2024-02-11 14:34 Trade Log -5 Show Trade Log

Bracers of Defense
Wondrous Item, rare (requires attunement)
These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide.

2022-02-13 16:30 Trade Log -5 Show Trade Log

Cape of the Mountebank Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears.

2023-02-25 16:15 Trade Log -5 Show Trade Log

User: Martin
DCI: 4319102791
Character: Maledict
Name: Studded Leather Armor +1
Rarity: rare
Location: Fai Chen

2025-01-27 14:13 Trade Log -5 Show Trade Log

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

2023-03-10 19:06 Trade Log -5 Show Trade Log

Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. A description of this item can be found in the Dungeon Master’s Guide. These light boots are made of supple, green leather and accented with dead leaves. They are constantly covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of cleaning (magical or otherwise) removes the filth.

2023-02-10 15:20 Trade Log -5 Show Trade Log

DDAL04-08 The Broken One
Notes:Player Handout 2: Ring of Spell Storing Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found it contains remove curse. Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing the space. The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.

Date Played Adventure Title Session XP GP Downtime ▼ Renown Magic Items
2024-09-07 22:56 Dungeon of the Mad Mage T2 23 1632 10 Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Kristian, Felix, tiefling
Bona Fide, Stone, shadar kai
Charlie, Jack, human fighter

Looking for a bronze dragon galistae.
Jack, Felix and Stone showed up through a portal.
Investigating room across. Stone found secret room w treasure. He mage handed the potion on top, Lyria tipped over the rest but managed to catch most of it. Chests of coins. Counting coins, taking as much as possible. Potion of Firebreath.
Moving on through the next couple of doors we have completed the circle of this floor. Explored dusty room we passed last time.
A corridor on the west side led to a stair going down.
Stone forgot to take the coin on the first door. Furnished room, a 5” bottle with a ship in it. Portrait of mad mage above. Stone and Jack carrying the bottle.
New door, no coin! Giant fiddle in the corner. Man trapped in it? Felix pushes the fiddle over and breaks it. Naked wizard, Zartem. Was drugged at dinner and trapped. Not hungry.
Maddgoth, a wizard lives here. Zartem comes with us.
Bedroom, canopy bed, chest of drawers. Smelling of charcoal. Charred corpse in the bed, not identifyable. Surroundings not firedamaged. Puff of smoke and giggling in the hallway. Can’t find anyone.
Next door, no coin, no traps. Mindflayer standing completely still, tentacles wiggling. Tiziano had mind conversation with the sword of the mind flayer. Several voices, confusion.
Zartem moves down the corridor to a door and opens it. A voice in our head says, “It was fun while it lasted”. Room, console with 3 levers (up, down and middle pos.). Brass buttons in pentagram w descriptions. “Do not press”.
Levers: Courtyard(up), light (down), heat (up), music, roof, fog, lockdown, do not press.
Fight w Zartem, hiding greatsword under the cloak. Naked wizard w greatsword?
Invisible draconic creature (Stone see it).
Naked wizard falls, revealing a grey slaad. Lyria chases the draconic form, large dragon.
Metallic clunking noise. Mechanical creature coming from North. Big metal hunk is floating in the air. Was killed.
Running after invisible dragons.
Giant fairydragon! (three) Jack kills it.
Checking room, portal, guy with torch. Lyria casts augury and gets voice in head. “I don’t think you should come through here just yet”. Recovers all spent spell slots!
Platinum coin door. Stained glass M.
Master bedroom, big creature snoring loudly. Lyria finds nothing in the wardrobe. Wands from portraits activates on Detect magic. Easy kills.
Tiziano’s sword critted.
Stairs down, one each way, choosing left.
First door silver coin, second no coin. Coin door, clean and boring storeroom.
Piles of clay bricks w auras. Lyria builds a medium chest who is a mimic. Small room w oven, further door to corridor.
Locked door with no lock.
Room in corridor with no coin. Hardwood cabinets. Metal creature. Left.
Room no coin, bathroom. Reading material. Homunculus metal creature. Stone talks to it. Opens door. Wands, orbs, stuff. Stone framed mirror decorated with yawning homunculus. Furniture made from Spellbooks, manage to free 12 between Stone and Felix.
Homunculus hands magic helmet to Stone (who hands it to Lyria, who attunes to it).
Maddgoth's Helm (story item)
Wondrous item, very rare (requires attunement by a humanoid)
creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.
Potion of Fire Breath.
703 GP
Pet mimic chest disappears after one hour.
Lyria is devastated.

2024-09-21 21:48 Dungeon of the Mad Mage T2 24 2040 10 Wand of Conducting (C) Show

Martin, Tiziano, tortle barbarian
Simira, Lyria, tempest cleric
Bona Fide, Stone, shadar kai
Kknutzen, Cael,
Emil, Erik

2x augury
Reaction 10d6 damage reduce
Maddgoth's Helm
Wondrous item, very rare (requires attunement by a humanoid)
A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.

2024-10-19 23:05 Dungeon of the Mad Mage floor 8 T2 1226 10 Rod of Rulership (R-A) Show

Kknutzen, Cael,
YesAdMan, Stronghammer, orc, plate, paladin, w horse and sprite
FotD, Tizian,
Bone Fides, Stone, shadar kai,
Simira, Lyria, aasimar, tempest cleric 10

2 augury
1 damage reduction 12 hrs
From floor 7 to floor 8
Galistae, bronze dragon went down to confront Vanrak, got corrupted.
Precipice, marshy area. Humid.
Ghost Yoastal. Shadowkeep?
Favor to find rest. Snakes, nagas. Point southeast.
Allies. Three?
Two drow, charmed. House Freth’s. Nagas can charm people, they have a gathering.
Big bony ones, allies? Freeing slaves, killed one naga and a bone naga. Other one dimension doored away.
Talking to bullywugs.
Their king is a Slaag. He is towards east.

2024-11-02 22:57 Dungeon of the Mad Mage T2 floor 8+9 26 686 10 Headband of Intellect (U-A) Show

DM snooze
Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
TaC, Ninlar, cleric
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Lyria: 2x augury
11 hrs damage reduction

Ninlar falls into the swamp
Baine goes down a slope in a bucket, rope snaps, falls down into the swamp on Ninlar.
We’re going to kill the bullywug slaad kind.
Going northeast. Spectral naga fighting yuan-ti. We are yuan-ti? Fighting Naga, Lyria coming to herself, naga dies. It was back in time, the bone naga that we killed earlier.
A mirror surrounded by interlocking gears in a dead end to the north. Another portal? There’s a rune within the portal. Rune means war?

Moving north. Lots of bullywug and frogs.
Slaad, short chat. Will not leave. Hydra comes in. Both died.
King has headband that is magical. Headband of intellect. Ninlar cast aid on Ninlar, Cael and Lyria 20 hp.
Platinum holy symbol snake with fang.
Lyria found hydra poo hole.
Return to bullywugs. Ungrateful, but gives us a jade thingy.
Akademy of wizards not far below. Nerds, they may have more knowledge of Vanrakdoom.
Ninlar tries to turn the ghost, she flies away.
Going south in circles looking for the naga. Found some undead, flesh golem and a raven on its shoulder.
Human nerd and minotaur skeleton appears. Knows about Vanrakdoom far down.
Naga tends to keep to the east.
23 floors. Vanrakdoom is not on floor 9. Below the 16th floor.
We borrow the raven to find the last naga, it’s in a hidden tunnel we avoided. Killed quickly. Statue makes a hissing noise, Stone touches it and gets to ask a question. He asks where the dragon is.
“Beyond where a mind can survive unprotected where you may face Waterdeep once more. “
We’re on LEVEL 9!
Lobby with alarm spell, waiting room. Notes on doors with “Wait here”, “W/C”. A floating arm, of Manshoon. People clean up in the bath. Halaster comes out and asks us to join the school. Stone joins. The rest are asked to clean up after a student that summoned a chain devil.
Ask for the way to Yarack.
Cael gets his scarf signed by Manshoon.
We move into the school and south, Cael gets hit by poison dart. Boy and half-ogre in a room, tells us to go further south to double doors.
Aid will last.
Session about 2 hrs.

2024-11-16 22:47 Dungeon of the Mad Mage T2 27 700 10 Show

Kknutzen, Cael, bard
Bona Fides, Stone, shadar kai,
Emil, Erik, dwarf barb
Simira, Lyria, aasimar tempest cleric 10
LF, Baine, dwarf life cleric 9

Eric, 1 augury
Lyria, 2 augury
Once within the next 10 hours, the target can use its reaction to reduce the damage it takes from one source by 10d6
Going south in school.
Erik appears through a door, he’s walked for days from the Giants.
Stone get told off by Halaster and failed his exam.
Erik opens a door and talks to a mindflayer. He wants the brain of Spite Harrowdale, human male. He has information about financial values in exchange.
Double doors, se golem and woman and floating brains.
More double doors. Erik opens doors and it kreeks open. Quiet room, copper tubes, labelled: Turbulence, Violence, Karstis, Yarek, Spite, Skrianna, Vacant, Cephalossk, Vacant, Nylas, Halaster, Wormriddle, Guest Lecturer.
Double doors, another set of double doors, room w cells, down to the statue, turn right (west), open door, use eyes.
Lyria checks the dragonboen statue.
Inscription: Follow the rules. Obey your instructors. Don’t be this guy.
Cael cast greater restoration. Drakthar Steelclaw. Erik makes him free the goblins. They get the directions to outside.
He cast darkvision on Cael.
Found room with bloodied curtains and a body. False wall to the north, bone devil. Erik barters for a contract.
Kill devil, Halaster appears. He is in a good mood. Stone asks about the library.
Through south door, secret door, tunnell, secret door.
Return to professor and take the other exit, double doors on …
Leading us a long way around. Erik stays behind. Stone’s room for rest? Training room w statues. Keep in mind sometimes surrender should be an option. Kitchen. Corridoor to library, do not enter unaccompanied.
Cael conversation w Halaster about dreams. Vanrakdoom? Talk to the mindflayer?
Resting in Stone’s room. Cael sends a lovely map to Erik. Stone returns for a rest, finds a note. Note to Elan from little brother? Drow house House Tanor’thal.

Meet co-student on the way out. Spite Harrowdale. We tell about the mindflayer.
Professor Wyrmriddle does transmutation.
We go back to the dead body of Yarek, and open the south door.
Portal: A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Cael also finds a secret door.
Volcano.
Reactivating the portal, new rune. Going through all of them. Moving on through secret doors and decide to descend the stairs.

2025-01-25 23:10 DDHC-DMM Dungeon of the Mad Mage fl 10 29 438 10 Mithril Plate armor (U), Piwafwi (Cloak of Elvenkind)(U-A) Show

Kknutzen, Cael, bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
Martin, Tiziano, tortle barb 11
TaC, Olucka, lvl 13

Don’t trust Ayrundar. Offer halfling slaves for killing scorpion guy Muriel.
Warning guy from house Freth. Free fellow spy before murdering the leader.
One fight done with undead and scorpion guy, scorpion guy ran away.
Floor 10
Lyria has 2 augury.

Entering torture room with 3 drow and one spy drow prisoner, straight attack. Mage dimension doors.
Trobriand, previous apprentice of Halaster, is building an army of constructs, ring for controlling them and have crafted rings of lesser power for his apprentices. (see handout)
Next room is empty, Lyria finds a scroll case in the fireplace.
Moving down towards the main room where the leader is. Olucka strays off and encounters many spiders and drow. Erik moves down and sees some spiders. Double encounter.
(Drow matron name Vlonwelv)

Purple drow
Many Pink Giant winged spiders
Blue drow (3 remaining, how many?)
3 pink non winged spiders
Drow lady in white dress
3 Green regular drow
4 red Giant spiders
2 ally drow (Zaron and?)
1 scary spider with name
More pink giant spiders climbing
Szress, prone drow, murder drow
7 Purple drow
3 purple drow mages
5 purple lizards
2 yellow drow
3 red shooting drow (6 from start)

Some was let to run.

Locked in lieutenant and freed halfling slaves.
Mithril plate armor from lieutenant.
Scroll of Hold Person

2025-02-08 21:23 Dungeon of the Mad Mage T3 30 4790 10 Gauntlets of Ogre Power (U-A) Show

Kknutzen, Cael, aasimar bard 11
Emil, Erik, dwarf barb 11
Simira, Lyria, aasimar tempest cleric 11
TaC, Olucka, duergar rogue lvl 13
Bluehell, Derus, elf, fighter/wizard

House Ayvrundar is eradicated.
Derus falls from the roof onto Erik.
Floor 10.
Lyria, 2 Augury
Erik 1 Augury
22 hrs Heroes Feast
6,5 hours oil of slipperiness
Drow of house Freth leaves.
Water fountain, statues of gods.
Troglodytes celebrating to the west.

Door to the south. Temple under restoration. Erik tries to deface a statue of Lolth and is paralyzed and fell down.
Through the next door is a hallway, and further a sick bay. We chase away the sick drow. Storage room next, with a tunnel up north. We go back to check the north door.
North door in hallway leads to council room-ish? Door to bed chamber, and spider room. Tunnel from here leads to some of a maze, one dead end, one tunnel to the storage room. Comes out in a gallery. A cold room with undead to the north, Lyria scares them away. Dead end w dead dwarf and magic gauntlets up north.
Tunnel back, turn further north. Empty Troglodyte lair? Come back round to where we were before, cleaning up a room of zombies eating dead bodies. Moving back further north looking for the “Apprentice” creature. (Muriel)
Long corridor with doors.
Door 1, Eilistrae altar. Hymn playing. The Hymn is the key. D-minor.
Door 2, room of darkness, Vhareun.
Door 3, bloodstained altar, Selvetarm
Door 4, Kieransalee, goddess of undeath
Door 5, oozes, Ghaunadaur, a god of subterranean horrors,
Altar, two hook horror statues beside the dais, mirror carved to look like Halaster. “Flattery will get you everywhere”. Erik flatters the mirror and a gate opens to a corridor. Erik steps in, and ends up in a shaft, falling 60 ft.
Exploring quarters to the north. Mirror gate with Etched into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W.
North, end room with statue. Touch to teleport. Statues in love.
Big room with floor of skulls. Skulls crushing when walking on them. Investigating door to the south. Large room with pillars, and two large drow creatures. In the next room, a Statue of Eilistrae should be holding something. A sword?
Following corridor east and north. Circling around to the large skull room, there are lifelike statues of drow warriors.

The opposite door leads to a large exercise room with a large mirror (gate) to the north. Four dead dwarves in a half circle. Lump in the chest or one appears to be a big emerald with a small imperfection in it shaped like a spider. Worth a decent bit.
Erik not crying and begging for Greater Restoration to be able to heal after going through a gate.
4825gp
Gauntlets of Ogre Power.

Retrieve a Runestone Fragment
Volothamp Geddarm introduces the characters to a friend of his: a young captain of the City Watch named Jalester Silvermane.
Jalester tells the characters that he wants a fragment of the Runestone saying its recovery will help to ensure Waterdeep’s security. He describes the Runestone as a large, glowing, disk-shaped gem with Halaster’s rune floating in it. It was created by Halasar and secreted away in the depths of Undermountain
He does not mention a monetary reward for delivering a Runestone fragment to him; instead, Jalester offers the characters his lasting friendship—which can bring many benefits, considering his position in the City Watch.

2020-12-29 19:16 Purchase Log -100 -1 Show Purchase

2x healing potions

2022-08-31 20:46 Trade Log -5 Vault of the Eefreti (Portable hole) (R) > Amulet of the Devout +2 (R,A) Show Trade Log

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Wondrous item, rare

This fine orange cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

2025-01-27 14:08 Trade Log -5 Piwafwi (Cloak of Elvenkind)(U-A) > Wand of Magic Missiles (U) Show Trade Log

Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

DDHC-DMM Dungeon of the Mad Mage fl 10, trade w Lyria

2024-02-11 14:34 Trade Log -5 Bracers of Defense (R,A) > Ring of Protection (R,A) Show Trade Log

Bracers of Defense
Wondrous Item, rare (requires attunement)
These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide.

2022-02-13 16:30 Trade Log -5 Cape of the Mountebank (R) > Studded Leather Armor +1 (R) Show Trade Log

Cape of the Mountebank Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears.

2023-02-25 16:15 Trade Log -5 Studded Leather Armor +1 (R) > Death's Head (Mace of Disruption) (R,A) Show Trade Log

User: Martin
DCI: 4319102791
Character: Maledict
Name: Studded Leather Armor +1
Rarity: rare
Location: Fai Chen

2025-01-27 14:13 Trade Log -5 Headband of Intellect (U-A) > Bag of Holding (U) Show Trade Log

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

2023-03-10 19:06 Trade Log -5 Boots of Elvenkind (U) > Brooch of Shielding Show Trade Log

Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. A description of this item can be found in the Dungeon Master’s Guide. These light boots are made of supple, green leather and accented with dead leaves. They are constantly covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of cleaning (magical or otherwise) removes the filth.

2023-02-10 15:20 Trade Log -5 Ring of Spell storing (R,A) > Ioun Stone of Protection (R,A) Show Trade Log

DDAL04-08 The Broken One
Notes:Player Handout 2: Ring of Spell Storing Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found it contains remove curse. Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing the space. The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.