Season:
Forgotten Realms
Race:
Human
Class:
[10] Fighter-1 / Cleric-9
Background:
Lifestyle:
Modest
Current Level:
2
ACP to Level:
4.0
Total GP:
0
Total Downtime:
273
Tag:
Faction:
None
Renown Rank:
Novice (rank 1)
Total Renown:
0
Treasure CPs:
0/0/0/0

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2026-01-04 12:55 Purchase Log -2 Show Purchase

Deduct 2 gold & 2 downtime to enter spell into
Ring of Spell Storing - Circle of Power
entered on character sheet

2026-01-04 12:50 Purchase Log Show Purchase

Exchanged carried magic items
Breastplate +1 to Out of Play
Ring of Spell Storing to Equipment
Bought mundane armor
Half Plate -750 gold
AC = 21, still, but now with Disadv. Stealth
all entered on character sheet.

2025-12-31 12:30 DDHC-KGV-07 Axe from the Grave 10 Show

Session Notes 2025-12-31

DDHC-KGV-07 Axe from the Grave

Game Code -
DDHC-KGV-07

Game Name -
Axe from the Grave

Location -
CCGHouse

Table -
Orange

DM -
Andrew

Party -
(Daymin) Yoshi, human Ar-10 82 Nyrkkeilysakki, dwarf Bb5 70 Daeatria, elf Bd-10 63 Tandur, human Fi-1/Cl-9 [85]

Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard.

We must infiltrate the music conservatory.
Long rest & redo spells.
Temp (infused) item: Boots of Elvenkind. (Adv on Stealth)

2 back-to-back combats

Rewards -
Rare (AL-legal) magic item of choice (each)
Tentacle Rod (saving for Salator, as Tandur already owns Spell Storing Ring)
entered on character sheet
71.89 71 gold, 8 silver, 9 copper (each), which was 287.59/4
entered on character sheet
10 downtime

Used consumables
Mind Crystal (Careful)
Find Familiar x1
both entered on character sheet

2025-12-14 05:07 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

2025-12-14 05:07
✅💰 Purchase complete! Please be sure to record it on your logs.
entered on character sheet

2025-12-13 05:08 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp
entered on character sheet

2025-12-12 20:41 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

entered on character sheet

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

2025-10-03 11:00 WBW-DC-DES-01-07 The Dark Thread 4 10 Show

Rewards -
Level Up: At Your Own Discretion
Downtime: 10
Gold: 1000 GP each
Entered on character sheet.

Consumable
- 3 x Potion of Greater Healing each
Entered on character sheet.

Treasures

Staff of Swarming Insects ("Mildy's Staff")
Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges.

Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Giant Insect 4
Insect Plague 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably.
https://www.dndbeyond.com/magic-items/9229099-staff-of-swarming-insects
Entered on character sheet.

Talking Doll
Wondrous item, common (requires attunement)

While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends.

This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs.
https://www.dndbeyond.com/magic-items/27140-talking-doll
Entered on character sheet.

Dragon Marks
Claimed

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

Background from other players as I sat down.

Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees.

3 factions -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

Something about caravan, cultists, and aberrations.

There may be a benefit to using holy water (against aberrations? maybe?; I don't recall)

We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?)

Some art is observed. History checks. No further notes.

Lore -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers.

Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades.

Party -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

It's a pleasure ship, not a pirate ship despite what he calls it.

Drop out of "high speed."

Something within 1 mile.

Not "The Prize"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet.

When you drink this potion, you gain resistance to acid damage for 1 hour.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm.

(By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-08-25 08:13 Purchase Log Show Purchase

Rebuilt cantrip list - Magic Initiate - Wizard
Deleted Message
Replaced with Poison Spray (does use WIS for spellcasting ability)

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black 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 take a Magic 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 of existence, 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 take a Magic 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 take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s 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 and not behind Total Cover 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.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-11 09:32 Purchase Log Show Purchase

3x healing potions @ 25 gp

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2026-01-04 12:55 Purchase Log -2 Show Purchase

Deduct 2 gold & 2 downtime to enter spell into
Ring of Spell Storing - Circle of Power
entered on character sheet

2026-01-04 12:50 Purchase Log Show Purchase

Exchanged carried magic items
Breastplate +1 to Out of Play
Ring of Spell Storing to Equipment
Bought mundane armor
Half Plate -750 gold
AC = 21, still, but now with Disadv. Stealth
all entered on character sheet.

2025-12-31 12:30 DDHC-KGV-07 Axe from the Grave 10 Show

Session Notes 2025-12-31

DDHC-KGV-07 Axe from the Grave

Game Code -
DDHC-KGV-07

Game Name -
Axe from the Grave

Location -
CCGHouse

Table -
Orange

DM -
Andrew

Party -
(Daymin) Yoshi, human Ar-10 82 Nyrkkeilysakki, dwarf Bb5 70 Daeatria, elf Bd-10 63 Tandur, human Fi-1/Cl-9 [85]

Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard.

We must infiltrate the music conservatory.
Long rest & redo spells.
Temp (infused) item: Boots of Elvenkind. (Adv on Stealth)

2 back-to-back combats

Rewards -
Rare (AL-legal) magic item of choice (each)
Tentacle Rod (saving for Salator, as Tandur already owns Spell Storing Ring)
entered on character sheet
71.89 71 gold, 8 silver, 9 copper (each), which was 287.59/4
entered on character sheet
10 downtime

Used consumables
Mind Crystal (Careful)
Find Familiar x1
both entered on character sheet

2025-12-14 05:07 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

2025-12-14 05:07
✅💰 Purchase complete! Please be sure to record it on your logs.
entered on character sheet

2025-12-13 05:08 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp
entered on character sheet

2025-12-12 20:41 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

entered on character sheet

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

2025-10-03 11:00 WBW-DC-DES-01-07 The Dark Thread 4 10 Show

Rewards -
Level Up: At Your Own Discretion
Downtime: 10
Gold: 1000 GP each
Entered on character sheet.

Consumable
- 3 x Potion of Greater Healing each
Entered on character sheet.

Treasures

Staff of Swarming Insects ("Mildy's Staff")
Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges.

Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Giant Insect 4
Insect Plague 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably.
https://www.dndbeyond.com/magic-items/9229099-staff-of-swarming-insects
Entered on character sheet.

Talking Doll
Wondrous item, common (requires attunement)

While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends.

This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs.
https://www.dndbeyond.com/magic-items/27140-talking-doll
Entered on character sheet.

Dragon Marks
Claimed

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

Background from other players as I sat down.

Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees.

3 factions -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

Something about caravan, cultists, and aberrations.

There may be a benefit to using holy water (against aberrations? maybe?; I don't recall)

We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?)

Some art is observed. History checks. No further notes.

Lore -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers.

Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades.

Party -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

It's a pleasure ship, not a pirate ship despite what he calls it.

Drop out of "high speed."

Something within 1 mile.

Not "The Prize"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet.

When you drink this potion, you gain resistance to acid damage for 1 hour.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm.

(By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-08-25 08:13 Purchase Log Show Purchase

Rebuilt cantrip list - Magic Initiate - Wizard
Deleted Message
Replaced with Poison Spray (does use WIS for spellcasting ability)

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black 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 take a Magic 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 of existence, 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 take a Magic 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 take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s 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 and not behind Total Cover 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.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-11 09:32 Purchase Log Show Purchase

3x healing potions @ 25 gp

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2026-01-04 12:55 Purchase Log -2 Show Purchase

Deduct 2 gold & 2 downtime to enter spell into
Ring of Spell Storing - Circle of Power
entered on character sheet

2026-01-04 12:50 Purchase Log Show Purchase

Exchanged carried magic items
Breastplate +1 to Out of Play
Ring of Spell Storing to Equipment
Bought mundane armor
Half Plate -750 gold
AC = 21, still, but now with Disadv. Stealth
all entered on character sheet.

2025-12-31 12:30 DDHC-KGV-07 Axe from the Grave 10 Show

Session Notes 2025-12-31

DDHC-KGV-07 Axe from the Grave

Game Code -
DDHC-KGV-07

Game Name -
Axe from the Grave

Location -
CCGHouse

Table -
Orange

DM -
Andrew

Party -
(Daymin) Yoshi, human Ar-10 82 Nyrkkeilysakki, dwarf Bb5 70 Daeatria, elf Bd-10 63 Tandur, human Fi-1/Cl-9 [85]

Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard.

We must infiltrate the music conservatory.
Long rest & redo spells.
Temp (infused) item: Boots of Elvenkind. (Adv on Stealth)

2 back-to-back combats

Rewards -
Rare (AL-legal) magic item of choice (each)
Tentacle Rod (saving for Salator, as Tandur already owns Spell Storing Ring)
entered on character sheet
71.89 71 gold, 8 silver, 9 copper (each), which was 287.59/4
entered on character sheet
10 downtime

Used consumables
Mind Crystal (Careful)
Find Familiar x1
both entered on character sheet

2025-12-14 05:07 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

2025-12-14 05:07
✅💰 Purchase complete! Please be sure to record it on your logs.
entered on character sheet

2025-12-13 05:08 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp
entered on character sheet

2025-12-12 20:41 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Scroll - Find Familiar

(Lv 1, common)
Gold Cost: -50 gp

entered on character sheet

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

2025-10-03 11:00 WBW-DC-DES-01-07 The Dark Thread 4 10 Show

Rewards -
Level Up: At Your Own Discretion
Downtime: 10
Gold: 1000 GP each
Entered on character sheet.

Consumable
- 3 x Potion of Greater Healing each
Entered on character sheet.

Treasures

Staff of Swarming Insects ("Mildy's Staff")
Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges.

Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Giant Insect 4
Insect Plague 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably.
https://www.dndbeyond.com/magic-items/9229099-staff-of-swarming-insects
Entered on character sheet.

Talking Doll
Wondrous item, common (requires attunement)

While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends.

This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs.
https://www.dndbeyond.com/magic-items/27140-talking-doll
Entered on character sheet.

Dragon Marks
Claimed

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

Background from other players as I sat down.

Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees.

3 factions -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

Something about caravan, cultists, and aberrations.

There may be a benefit to using holy water (against aberrations? maybe?; I don't recall)

We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?)

Some art is observed. History checks. No further notes.

Lore -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers.

Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades.

Party -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

It's a pleasure ship, not a pirate ship despite what he calls it.

Drop out of "high speed."

Something within 1 mile.

Not "The Prize"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet.

When you drink this potion, you gain resistance to acid damage for 1 hour.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm.

(By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-08-25 08:13 Purchase Log Show Purchase

Rebuilt cantrip list - Magic Initiate - Wizard
Deleted Message
Replaced with Poison Spray (does use WIS for spellcasting ability)

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black 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 take a Magic 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 of existence, 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 take a Magic 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 take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s 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 and not behind Total Cover 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.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-11 09:32 Purchase Log Show Purchase

3x healing potions @ 25 gp

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp