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Adventure Title
FR-DC-THAY-04 What Thayans Want
Session
70
Date Played
2025-08-17 11:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
BMG (Online - Baldman Games)
DM Name
Jamie Chan
DM DCI Number
3320806668
Notes
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.