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Adventure Title
PO-BMG-MOON-POB-07 - Of Romance and Dalliances
Session
66
Date Played
2025-04-06 11:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
BMG (Online - Baldman Games)
DM Name
Paul Maloney
DM DCI Number
Notes
Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances Tier 2 DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) https://www.dndbeyond.com/characters/136204377 Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) https://www.dndbeyond.com/characters/144261311 Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" https://www.dndbeyond.com/characters/137991528/nYjFJX Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Stephen Moseley Trey McBride Description: "Are you ready to perform a heist of your own in this adventure where every decision matters?" I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. - Tandur (Cleric) Cantrips Message Guidance Prestidigitation Mage Hand Lv1 Bless Detect Magic [R] Lv2 Zone of Truth Silence [R] Locate Object Find Traps See Invisibility Lv3 Dispel Magic Clairvoyance We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick King Dav... Princess Taralina Invitations are done using the Seals of Approval ceremony. Process 1. Deliver food 2. Deliver invitation 3. Guest responds negatively 4. Act surprised 5. Attempt to convince guest 6. Guest relents, accepts and offers a gift, which used to be an official seal, but now is an object to fit into a piece of jewelry, necklace or bracelet. A man rushes in. They confer. Oh, we must ask you for an additional task. All the wedding gifts have been stolen. As you deliver the invitations, see if you can gather information about the stolen gifts. We are tasked with 4 invitations. 1. Feyren, a satyr He complains about the noise. Jarik offers to make stylish earmuffs. And we have to steal a bottle of wine. We succeed. He accepts. He gives gift of wooden object. He seems to have been only around the study or his quarters. We further discuss his knowledge of the property. He is concerned with growing crops in the harsh soil. 2. Captain Kree & ? One is playful and acts like a pirate. When Tandur offers to spar, he admits he's not a real pirate. They decline because if the princess relocates the local parties will cease. We suggest party boats, pirate party boats. Success. No clues about the stolen gifts. 3. Lord Aster & Lady Artemiz. Very concerned with linage, fashion, gossip & status. They object because the princess' parents will be lonely. We persuade mentioning the pirate boats. Success. We had no ideas how to get more info, as they deigned to pay us much attention. They did mention something about forgery in Waterdeep. 4. Name + name in love, feed each other food. One is alchemist, the other herbalist. Objection: no love spoons. Jarik makes some. Invitation: success. We detect the herbalist doesn't know very much and was reluctant to be fed food. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. For future reference, I cannot read (and internalize) rules while the game is going on. I need to actively separate from the game and read the new rules. 4 tasks Help druids Listen to rumors in bars Craft stuff & ? We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn There are new rogues here, from Waterdeep, from the Shadow Thieves. Satch, the hag, is probably involved, possibly as the fence. The Shadow Thieves have the job to steal the goods. The locals feel overlooked. The hag has an encampment The Shadow Thieves have an encampment near Wintergreen. Satch is looking for something of high quality, expensive. Gnome alchemist, in-town for trading, seems to know more than he can reveal. Has mixed memories, missing memories. Dispel Magic. Partial success. He reveals the description of the stone cottage. A spider on the ceiling attempts to get away. Kwyjibo kills it. TC: In hindsight, that probably prevented them from being prepared. Long Rest We stop by druids in the morning. Earn more points. Eat food for +20 Max HP. Vigilant blessing Healing potions. Never used, so returned. Teleport to encampment. Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Partial success. Loot Thank you for completing the adventure with me today, I hope you had a good time and enjoyed it. For completing the adventure your character is entitled to the following: Gain one level 3,000gp split equally amongst the party (1,000 gp each) - now on character sheet You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) Hawthorne’s Horn (a horn of silent alarm) Potion of Greater Healing Spellwrought Tattoo of Thunder Step Spell Scroll of Dispel Magic